Difference between revisions of "Pants"

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(Update pants to reflect 1.0 values, add a bit of detail on the comparison with other options for pants)
m (Add armor - blunt for pants -- they have it, it's just zero when you look at cloth pants since cloth offers no armor - blunt)
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|armorblunt  = 20
 
|armorblunt  = 20
 
|armorsharp  = 20
 
|armorsharp  = 20
 +
|armorheat = 20
 
|mass base = 0.5
 
|mass base = 0.5
 
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Revision as of 05:21, 24 July 2019

Pants

Pants

"A simple set of pants."

Base Stats

Type
GearClothing
Market Value
128 Silver
Mass
0.5 kg
HP
100

Apparel

Insulation - Cold
0.2 °C (0.4 °F)
Insulation - Heat
0.08 °C (0.1 °F)
Armor - Sharp
20%
Armor - Blunt
20%
Armor - Heat
20%

Creation

Work To Make
27 ticks (0.45 secs)

Summary

Overview & Obtaining

Pants are the most common legwear in rimworlds, offering a bit of protection from damage, a small amount of insulation, and preventing the "naked" mood debuff (males only need to cover their legs to avoid feeling naked, while females also need to cover their torso). Pants can be purchased from traders, crafted, or stripped from Outlanders and Pirates.

Crafting

As a complicated garment, Pants can only be made at tailoring benches, which requires complex clothing to be researched in order to be constructed. A pair of pants requires 50 of any textile, and 27 units of work.

Conclusion & Comparison

There are only three options for covering the skin layer of a colonist's legs: pants, flak pants, and tribalwear. Pants are the most common choice, but the other options have their own values:


Flak pants offer better protection against sharp and blunt damage than most types of pants, but require 30 cloth, 60 steel, and 1 component to craft. Compared to regular pants (all at normal quality):

  • Flak pants offer 40% armor - sharp: equivalent to hyperweave pants, slightly worse than thrumbofur pants (41.6%), but better than devilstrand pants (28.0%)
  • Flak pants offer 8.0% armor - blunt: better than devilstrand pants (7.2%) but worse than hyperweave pants (10.8%)
  • Flak pants offer 10% armor - heat: worse than every single type of pants except cloth (3.6%). Devilstrand pants offer the best heat protection of any pants (60%)
  • Flak pants have a -0.12 cells per second move speed penalty when worn
  • Flak pants also cover the middle clothing layer, preventing a colonist from wearing both flak pants and marine armor

Overall, flak pants are strictly worse than hyperweave pants of equivalent quality, giving worse armor, insulation, and a move speed penalty. However, flak pants offer better protection than most textile-based pants (including devilstrand), making them appealing for colonists looking for a boost in armor with a lower move speed penalty than plate armor or marine armor


Tribalwear covers both the legs and torso. Compared to a combination of pants and a button-down shirt:

  • Tribalwear has identical armor values, but less coverage (tribalwear doesn't cover the arms and neck)
  • Tribalwear has better insulation - cold (55% vs. 46%)
  • Tribalwear has much better insulation - heat (55% vs. 18%)
  • Tribalwear has lower materials and work cost (60 textiles and 30 work vs. requires 85 textiles and 72 work)

A bit of extra neck and arm protection is usually seen as valuable enough to merit the lower insulation and higher crafting cost of pants and a button-down. But colonists in ultra-hot biomes may prefer the better insulation, especially when first starting out.

Insulation Information

Pants offer a trivial amount of insulation from heat (8%), and a minimal amount of insulation from cold (20%). The exact insulation in-game depends on the textile used and the quality of the crafted item. Assuming normal quality, pants offer:

Keeps Cool
Maximum
Fabric Alpaca wool +1.28°C
Cloth +1.44°C
Devilstrand +1.92°C
Hyperweave +2.08°C
Megasloth wool +0.96°C
Muffalo wool +0.96°C
Synthread +1.76°C
Leather Bearskin +1.6°C
Birdskin +0.8°C
Bluefur +1.28°C
Camelhide +1.92°C
Chinchilla fur +1.28°C
Dog leather +1.28°C
Elephant leather +0.96°C
Foxfur +1.28°C
Heavy fur +1.12°C
Human leather +0.96°C
Lightleather +0.96°C
Lizardskin +0.96°C
Panthera fur +1.92°C
Patchleather +0.72°C
Plainleather +1.28°C
Rhinoceros leather +1.12°C
Thrumbofur +1.76°C
Wolfskin +1.28°C
Keeps Warm
Minimum
Fabric Alpaca wool −6°C
Cloth −3.6°C
Devilstrand −4°C
Hyperweave −5.2°C
Megasloth wool −6.8°C
Muffalo wool −5.6°C
Synthread −4.4°C
Leather Bearskin −4°C
Birdskin −2°C
Bluefur −4°C
Camelhide −3.2°C
Chinchilla fur −6°C
Dog leather −2.8°C
Elephant leather −2.8°C
Foxfur −4°C
Heavy fur −6°C
Human leather −2.4°C
Lightleather −2.4°C
Lizardskin −2.4°C
Panthera fur −3.2°C
Patchleather −1.8°C
Plainleather −3.2°C
Rhinoceros leather −2.8°C
Thrumbofur −6.8°C
Wolfskin −4.8°C