Difference between revisions of "Pants"
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{{infobox main | {{infobox main | ||
| name = Pants | | name = Pants | ||
− | | image = Pants.png | + | | image = Pants.png |
| description = "A simple set of pants." | | description = "A simple set of pants." | ||
| type = Gear | | type = Gear | ||
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'''Pants''' are the most common legwear on the 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''' are the most common legwear on the 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). | ||
− | ==Acquisition== | + | == Acquisition == |
As a complicated garment, Pants can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], which requires [[Research#Complex clothing|Complex Clothing]] to be researched in order to be constructed. A pair of pants requires 40 of any [[textile]], and {{ticks|1600}} units of work. | As a complicated garment, Pants can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], which requires [[Research#Complex clothing|Complex Clothing]] to be researched in order to be constructed. A pair of pants requires 40 of any [[textile]], and {{ticks|1600}} units of work. | ||
Pants can be also be stripped from Outlander and Pirate [[raiders]] or purchased from [[traders]]. | Pants can be also be stripped from Outlander and Pirate [[raiders]] or purchased from [[traders]]. | ||
− | ==Analysis== | + | == Analysis == |
− | There are only three options for covering the [[ | + | There are only three options for covering the [[Apparel layers|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 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): | ||
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* Tribalwear has lower materials and work cost (60 textiles and 30 work vs. requires 85 textiles and 72 work) | * 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. | 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. | ||
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{{Apparel Material Table}} | {{Apparel Material Table}} | ||
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+ | {{nav|clothing|wide}} | ||
[[Category:Clothing]] | [[Category:Clothing]] | ||
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Revision as of 18:41, 25 July 2022
Pants
"A simple set of pants."
Base Stats
Apparel
- Insulation Factor - Cold
- 0.2×
- Insulation Factor - Heat
- 0.08×
- Armor Factor - Sharp
- 0.2
- Armor Factor - Blunt
- 0.2
- Armor Factor - Heat
- 0.2
- Coverage
- Left Leg, Right Leg
- Layer
- Skin
Creation
- Required Research
- Complex clothing
- Work To Make
- 1,600 ticks (26.67 secs)
- Stuff Tags
- Leathery, Fabric
- thingCategories
- Apparel
- defaultOutfitTags
- Worker, Soldier
- tags
- IndustrialBasic
Pants are the most common legwear on the 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).
Acquisition
As a complicated garment, Pants can only be made at tailor benches, which requires Complex Clothing to be researched in order to be constructed. A pair of pants requires 40 of any textile, and 1,600 ticks (26.67 secs) units of work.
Pants can be also be stripped from Outlander and Pirate raiders or purchased from traders.
Analysis
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%). However, almost every blunt threat has sufficient AP to effectively ignore the armor of either option, so the effect of this distinction is minimal at best.
- 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.
Material table
Material | Sharp | Blunt | Heat | Item HP | Insulation - Cold | Insulation - Heat | Market Value |
---|---|---|---|---|---|---|---|
Bearskin Pants | 22.4% | 4.8% | 30% | 130 | -4 °C (-7.2 °F) | +1.6 °C (2.9 °F) | 142 |
Birdskin Pants | 13.4% | 2.8% | 30% | 100 | -2 °C (-3.6 °F) | +0.8 °C (1.4 °F) | 78 |
Bluefur Pants | 16.2% | 4.8% | 30% | 130 | -4 °C (-7.2 °F) | +1.28 °C (2.3 °F) | 98 |
Camelhide Pants | 16.2% | 4.8% | 30% | 130 | -3.2 °C (-5.8 °F) | +1.92 °C (3.5 °F) | 98 |
Chinchilla fur Pants | 13.4% | 2.8% | 30% | 100 | -6 °C (-10.8 °F) | +1.28 °C (2.3 °F) | 265 |
Dog leather Pants | 16.2% | 4.8% | 30% | 130 | -2.8 °C (-5 °F) | +1.28 °C (2.3 °F) | 86 |
Dread leather Pants | 25.4% | 4.8% | 30% | 130 | -4 °C (-7.2 °F) | +0.96 °C (1.7 °F) | 146 |
Elephant leather Pants | 22.4% | 4.8% | 30% | 150 | -2.8 °C (-5 °F) | +0.96 °C (1.7 °F) | 103 |
Foxfur Pants | 16.2% | 4.2% | 30% | 100 | -4 °C (-7.2 °F) | +1.28 °C (2.3 °F) | 146 |
Guinea pig fur Pants | 13.4% | 2.8% | 30% | 60 | -7.6 °C (-13.7 °F) | +1.44 °C (2.6 °F) | 205 |
Heavy fur Pants | 24.8% | 4.8% | 30% | 150 | -6 °C (-10.8 °F) | +1.12 °C (2 °F) | 138 |
Human leather Pants | 12.8% | 4.8% | 30% | 130 | -2.4 °C (-4.3 °F) | +0.96 °C (1.7 °F) | 174 |
Lightleather Pants | 10.8% | 2.8% | 30% | 100 | -2.4 °C (-4.3 °F) | +0.96 °C (1.7 °F) | 82 |
Lizardskin Pants | 16.2% | 5.4% | 30% | 100 | -2.4 °C (-4.3 °F) | +0.96 °C (1.7 °F) | 90 |
Panthera fur Pants | 18.6% | 4.8% | 30% | 130 | -3.2 °C (-5.8 °F) | +1.92 °C (3.5 °F) | 126 |
Patchleather Pants | 9% | 3.8% | 18% | 100 | -1.8 °C (-3.2 °F) | +0.72 °C (1.3 °F) | 66 |
Pigskin Pants | 12.8% | 4.8% | 30% | 130 | -2.4 °C (-4.3 °F) | +0.96 °C (1.7 °F) | 82 |
Plainleather Pants | 16.2% | 4.8% | 30% | 130 | -3.2 °C (-5.8 °F) | +1.28 °C (2.3 °F) | 90 |
Rhinoceros leather Pants | 25.8% | 4.8% | 30% | 150 | -2.8 °C (-5 °F) | +1.12 °C (2 °F) | 174 |
Thrumbofur Pants | 41.6% | 7.2% | 30% | 200 | -6.8 °C (-12.2 °F) | +1.76 °C (3.2 °F) | 565 |
Wolfskin Pants | 20.4% | 4.8% | 30% | 130 | -4.8 °C (-8.6 °F) | +1.28 °C (2.3 °F) | 126 |
Alpaca wool Pants | 7.2% | 0% | 22% | 100 | -6 °C (-10.8 °F) | +1.28 °C (2.3 °F) | 158 |
Bison wool Pants | 7.2% | 0% | 22% | 100 | -5.2 °C (-9.4 °F) | +0.96 °C (1.7 °F) | 114 |
Cloth Pants | 7.2% | 0% | 3.6% | 100 | -3.6 °C (-6.5 °F) | +1.44 °C (2.6 °F) | 66 |
Devilstrand Pants | 28% | 7.2% | 60% | 130 | -4 °C (-7.2 °F) | +1.92 °C (3.5 °F) | 225 |
Hyperweave Pants | 40% | 10.8% | 57.6% | 240 | -5.2 °C (-9.4 °F) | +2.08 °C (3.7 °F) | 365 |
Megasloth wool Pants | 16% | 0% | 22% | 100 | -6.8 °C (-12.2 °F) | +0.96 °C (1.7 °F) | 114 |
Muffalo wool Pants | 7.2% | 0% | 22% | 100 | -5.6 °C (-10.1 °F) | +0.96 °C (1.7 °F) | 114 |
Sheep wool Pants | 7.2% | 0% | 22% | 100 | -5.2 °C (-9.4 °F) | +0.8 °C (1.4 °F) | 114 |
Synthread Pants | 18.8% | 5.2% | 18% | 130 | -4.4 °C (-7.9 °F) | +1.76 °C (3.2 °F) | 166 |
Assuming Normal quality, for the effect of other qualities, see Quality.