Difference between revisions of "Textiles"

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(Added an example of the impact of the different factors. Removed hit points, since the hit points of the textile don't impact the hit points of clothing produced with that textile.)
m (Tiny fix: label the units for a couple insulation columns. It's a shame SMW doesn't support more number formatting options in #ask, since it'd be better to show the units inline.)
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For example [[cloth]] has a 0.36 armor - sharp factor, while a [[duster]] has an armor-sharp material effect multiplier of 30%.
 
For example [[cloth]] has a 0.36 armor - sharp factor, while a [[duster]] has an armor-sharp material effect multiplier of 30%.
 
So, a normal quality cloth duster will have a final armor - sharp rating of 0.36 * 30% = 10.8%
 
So, a normal quality cloth duster will have a final armor - sharp rating of 0.36 * 30% = 10.8%
 +
For an example of how to calculate the insulation for a given piece of clothing, see [[Apparel#Insulation|here]]
  
 
{{#ask: [[Category:Textile]]
 
{{#ask: [[Category:Textile]]
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| ?Armor - Blunt Factor
 
| ?Armor - Blunt Factor
 
| ?Armor - Heat Factor
 
| ?Armor - Heat Factor
| ?Insulation - Cold Factor
+
| ?Insulation - Cold Factor = Insulation - Cold (°C)
| ?Insulation - Heat Factor
+
| ?Insulation - Heat Factor = Insulation - Cold (°C)
| ?Market Value Base
+
| ?Market Value Base = Market Value
 
| link = subject
 
| link = subject
 
| limit = 100
 
| limit = 100

Revision as of 02:21, 23 July 2019

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Resources Menu Crafted resources Exotic Items Food Medical Items Materials Textiles


Textiles are materials used to make clothing. Textiles are divided into two categories:

Fabrics
Fibrous material harvested from plants, or sheared from tamed animals
Leathers
A byproduct of butchering animals

Material Effects

Below is a list of material effects for fabrics and leathers. These effects determine the stats of clothing made out of each textile.

For example cloth has a 0.36 armor - sharp factor, while a duster has an armor-sharp material effect multiplier of 30%. So, a normal quality cloth duster will have a final armor - sharp rating of 0.36 * 30% = 10.8% For an example of how to calculate the insulation for a given piece of clothing, see here

TextileArmor - Sharp FactorArmor - Blunt FactorArmor - Heat FactorInsulation - Cold (°C)Insulation - Cold (°C)Market Value
Alpaca wool0.3601.130163.8
Bearskin1.120.241.520203.4
Birdskin0.670.141.510101.8
Bison wool0.3601.126122.7
Bluefur0.810.241.520162.3
Camelhide0.810.241.516242.3
Chinchilla fur0.670.141.530166.5
Cloth0.3600.1818181.5
Devilstrand1.40.36320245.5
Dog leather0.810.241.514162
Dread leather1.270.241.520123.5
Elephant leather1.120.241.514122.42
Foxfur0.810.211.520163.5
Guinea pig fur0.670.141.538185
Heavy fur1.240.241.530143.3
Human leather0.640.241.512124.2
Hyperweave20.542.8826269
Lightleather0.540.141.512121.9
Lizardskin0.810.271.512122.1
Megasloth wool0.801.134122.7
Muffalo wool0.3601.128122.7
Panthera fur0.930.241.516243
Patchleather0.450.190.9991.5
Pigskin0.640.241.512121.9
Plainleather0.810.241.516162.1
Rhinoceros leather1.290.241.514144.2
Sheep wool0.3601.126102.7
Synthread0.940.260.922224
Thrumbofur2.080.361.5342214
Wolfskin1.020.241.524163