Difference between revisions of "Tribalwear"

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* A [[t-shirt]] costs 5 materials less. It has the same armor and roughly the same insulation as a button-down, but doesn't cover the neck or arms.
 
* A [[t-shirt]] costs 5 materials less. It has the same armor and roughly the same insulation as a button-down, but doesn't cover the neck or arms.
  
A [[duster]], [[jacket]], or [[parka]] is usually sufficient against extreme temperatures - assuming you can create them. And when a tribalwear/shirt is made from earlygame materials, their actual armor is quite minimal. As tribalwear offers more insulation, it is a good as an early game option, before you have access to better material or outerwear. It is also an overall economical option to avoid extreme temperatures.
+
The differences are quite small in practice. A [[duster]], [[jacket]], or [[parka]] is usually sufficient against extreme temperatures - assuming you can create them. Conversely, the actual protection from a tribalwear/shirt is quite minimal, when made from earlygame materials. Thus, tribalwear is good before you have access to outerwear or protective textiles. It is also an overall economical option to avoid extreme temperatures.
  
 
Tribalwear can also be used to "upgrade" from a jacket to a duster; depending on the climate, it might be enough to be comfortable outside. The duster protects everything the tribalwear doesn't, and is much more effective than a mere shirt at doing so. Button-downs are superior if you can wear them and a duster comfortably, or if a parka is required regardless of the inner clothing.
 
Tribalwear can also be used to "upgrade" from a jacket to a duster; depending on the climate, it might be enough to be comfortable outside. The duster protects everything the tribalwear doesn't, and is much more effective than a mere shirt at doing so. Button-downs are superior if you can wear them and a duster comfortably, or if a parka is required regardless of the inner clothing.

Revision as of 21:31, 2 December 2022

Tribalwear

Tribalwear

A full-body garment crafted using neolithic tools. While it may look primitive, it is effective at insulating the wearer.

Base Stats

Type
GearClothing
Tech Level
Neolithic
Mass
0.5 kg
HP
100

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

Crafted At
Crafting spot / Hand tailor bench / Electric tailor bench
Work To Make
1,800 ticks (30 secs)
Stuff Tags
Leathery, Fabric
Resources to make
Stuff 60
Technical
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 Stuff 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. It is the only option for New Tribes to consider. New Arrivals have access to Complex clothing, and can instead create a t-shirt or button-down shirt with pants.

Compared to wearing both a button-down shirt and pants:

  • Tribalwear has identical armor values, but does not cover cover the neck, shoulders, and arms (which account for roughly 17% of attacks).
  • 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))
  • A t-shirt costs 5 materials less. It has the same armor and roughly the same insulation as a button-down, but doesn't cover the neck or arms.

The differences are quite small in practice. A duster, jacket, or parka is usually sufficient against extreme temperatures - assuming you can create them. Conversely, the actual protection from a tribalwear/shirt is quite minimal, when made from earlygame materials. Thus, tribalwear is good before you have access to outerwear or protective textiles. It is also an overall economical option to avoid extreme temperatures.

Tribalwear can also be used to "upgrade" from a jacket to a duster; depending on the climate, it might be enough to be comfortable outside. The duster protects everything the tribalwear doesn't, and is much more effective than a mere shirt at doing so. Button-downs are superior if you can wear them and a duster comfortably, or if a parka is required regardless of the inner clothing.

Prisoner Clothing

Tribalwear is ideal for prisoners and non-combat slavesContent added by the Ideology DLC 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, and then ensuring there's a stockpile of tribalwear in their cell/barracks. This also has the benefit of removing their armor, which can be smelted or used to your benefit.

Crafting for Trade

Tribalwear has the highest ratio of "materials" / "work to craft" of all clothing: 60 material for 30 work, so 2:1 (the next highest are t-shirt and pants at 1.5:1). Therefore, if you have a large pile of textiles you would sell — to a bulk goods trader or a base — and a good crafter, and you'd like to convert it into high-quality clothing to increase its value before selling it, then turning it into tribalwear is the fastest way. Tribalwear is also relatively value-dense: it's 60 material per item (and therefore per shelf slot), which is somewhat less than the jacket (70 material), duster, cape, and parka (all 80 material); but it's also much lighter at 0.5 kg, compared to the 1.5 kg jacket, 2 kg cape, 2.2 kg duster, and 4 kg parka, making it convenient for caravanning.

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 Silver
    Birdskin Tribalwear 13.4% 2.8% 30% 100 -5.5 °C (-9.9 °F) +5.5 °C (9.9 °F) 115 Silver
    Bluefur Tribalwear 16.2% 4.8% 30% 130 -11 °C (-19.8 °F) +8.8 °C (15.8 °F) 145 Silver
    Camelhide Tribalwear 16.2% 4.8% 30% 130 -8.8 °C (-15.8 °F) +13.2 °C (23.8 °F) 145 Silver
    Chinchilla fur Tribalwear 13.4% 2.8% 30% 100 -16.5 °C (-29.7 °F) +8.8 °C (15.8 °F) 395 Silver
    Dog leather Tribalwear 16.2% 4.8% 30% 130 -7.7 °C (-13.9 °F) +8.8 °C (15.8 °F) 127 Silver
    Dread leather Tribalwear 25.4% 4.8% 30% 130 -11 °C (-19.8 °F) +6.6 °C (11.9 °F) 215 Silver
    Elephant leather Tribalwear 22.4% 4.8% 30% 150 -7.7 °C (-13.9 °F) +6.6 °C (11.9 °F) 152 Silver
    Foxfur Tribalwear 16.2% 4.2% 30% 100 -11 °C (-19.8 °F) +8.8 °C (15.8 °F) 215 Silver
    Guinea pig fur Tribalwear 13.4% 2.8% 30% 60 -20.9 °C (-37.6 °F) +9.9 °C (17.8 °F) 305 Silver
    Heavy fur Tribalwear 24.8% 4.8% 30% 150 -16.5 °C (-29.7 °F) +7.7 °C (13.9 °F) 205 Silver
    Human leather Tribalwear 12.8% 4.8% 30% 130 -6.6 °C (-11.9 °F) +6.6 °C (11.9 °F) 260 Silver
    Lightleather Tribalwear 10.8% 2.8% 30% 100 -6.6 °C (-11.9 °F) +6.6 °C (11.9 °F) 121 Silver
    Lizardskin Tribalwear 16.2% 5.4% 30% 100 -6.6 °C (-11.9 °F) +6.6 °C (11.9 °F) 133 Silver
    Panthera fur Tribalwear 18.6% 4.8% 30% 130 -8.8 °C (-15.8 °F) +13.2 °C (23.8 °F) 187 Silver
    Patchleather Tribalwear 9% 3.8% 18% 100 -4.95 °C (-8.9 °F) +4.95 °C (8.9 °F) 97 Silver
    Pigskin Tribalwear 12.8% 4.8% 30% 130 -6.6 °C (-11.9 °F) +6.6 °C (11.9 °F) 121 Silver
    Plainleather Tribalwear 16.2% 4.8% 30% 130 -8.8 °C (-15.8 °F) +8.8 °C (15.8 °F) 133 Silver
    Rhinoceros leather Tribalwear 25.8% 4.8% 30% 150 -7.7 °C (-13.9 °F) +7.7 °C (13.9 °F) 260 Silver
    Thrumbofur Tribalwear 41.6% 7.2% 30% 200 -18.7 °C (-33.7 °F) +12.1 °C (21.8 °F) 845 Silver
    Wolfskin Tribalwear 20.4% 4.8% 30% 130 -13.2 °C (-23.8 °F) +8.8 °C (15.8 °F) 187 Silver
    Alpaca wool Tribalwear 7.2% 0% 22% 100 -16.5 °C (-29.7 °F) +8.8 °C (15.8 °F) 235 Silver
    Bison wool Tribalwear 7.2% 0% 22% 100 -14.3 °C (-25.7 °F) +6.6 °C (11.9 °F) 169 Silver
    Cloth Tribalwear 7.2% 0% 3.6% 100 -9.9 °C (-17.8 °F) +9.9 °C (17.8 °F) 97 Silver
    Devilstrand Tribalwear 28% 7.2% 60% 130 -11 °C (-19.8 °F) +13.2 °C (23.8 °F) 335 Silver
    Hyperweave Tribalwear 40% 10.8% 57.6% 240 -14.3 °C (-25.7 °F) +14.3 °C (25.7 °F) 545 Silver
    Megasloth wool Tribalwear 16% 0% 22% 100 -18.7 °C (-33.7 °F) +6.6 °C (11.9 °F) 169 Silver
    Muffalo wool Tribalwear 7.2% 0% 22% 100 -15.4 °C (-27.7 °F) +6.6 °C (11.9 °F) 169 Silver
    Sheep wool Tribalwear 7.2% 0% 22% 100 -14.3 °C (-25.7 °F) +5.5 °C (9.9 °F) 169 Silver
    Synthread Tribalwear 18.8% 5.2% 18% 130 -12.1 °C (-21.8 °F) +12.1 °C (21.8 °F) 245 Silver

    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.