Difference between revisions of "Hood"
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== Summary == | == Summary == | ||
{{See also|Social Impact}} | {{See also|Social Impact}} | ||
− | + | {{Apparel Social Impact Note|20}} | |
== Analysis == | == Analysis == |
Revision as of 23:46, 11 January 2023
Hood
"A draped hood which covers the head and ears."
Base Stats
Apparel
- Insulation Factor - Cold
- 0.1×
- Insulation Factor - Heat
- 0.25×
- Armor Factor - Sharp
- 0.2
- Armor Factor - Blunt
- 0.2
- Armor Factor - Heat
- 0.2
- Coverage
- Head, Left Ear, Right Ear
- Layer
- Headgear
Creation
- Work To Make
- 6,000 ticks (1.67 mins)
- Stuff Tags
- Fabric, Leathery
- tags
- BestowerHood
The hood is a clothing item initially added in the Royalty DLC but now part of RimWorld core. They provide a +20% increase to Social Impact.
Acquisition
Hoods can only be made at electric or hand tailor benches which require Complex Clothing to be researched in order to be constructed. Each hood requires 50 Stuff (Fabric/Leathery) and 6,000 ticks (1.67 mins) of work.
They can also be purchased from traders, and a red hood can be found on every Bestower.
Summary
A hood offers a +20% increase to Social Impact. Note: Social impact predominantly affects the Opinion bonuses and maluses pawn interactions can create, the success chance of Speeches and some rituals. It does NOT affect trade prices, as that is instead dependent on Trade Price Improvement. Nor does it affect prisoner recruitment, beyond slightly hastening how quickly the prisoners like the warden, as that is instead dependent on Negotiation Ability.
Analysis
Hoods compete with the wide variety of social hats available, including several added by the Royalty DLC. With little in the way of armor and not a leader in either type of insulation, hoods will typically only be used when their Social Impact bonus is required. They are inferior to, should be exchanged for, literally any other headgear unless the social impact buff is required. The hood should never be worn when protection is required - they can be worn in non-combat situations, and switched for a helmet on the battlefield
The only real other core-only competitor is the bowler hat. In comparison, the hood offers a larger social impact bonus in exchange for inferior cold resistance and 250% of the cost. That said, if the social buff is necessary the extra cost is likely worth it. And if you aren't after the social buff, why aren't you making cowboy hats or helmets?
Compared to the top and ladies hat, the hood mostly mirrors the hats but does have some advantages over them. They provide the same social impact, have the same cost, and while the hood does provide some armor to the hats' none, it is unlikely to be enough to matter. The key differences are:
- That the hood only requires Complex Clothing to be researched, not Noble Apparel.
- That the hood can't be used for nobles
- That the hood is unisex, and doesn't give either gender a mood debuff
- That the hood has the exact inverse insulation, offering better heat while the hats offer better cold.
Thus, unless the cold insulation is likely to be relevant, or you require the hats for your nobles anyway, the hood is superior to them.
Material table
Material | Sharp | Blunt | Heat | Item HP | Insulation - Cold | Insulation - Heat | Market Value |
---|---|---|---|---|---|---|---|
Bearskin Hood | 22.4% | 4.8% | 30% | 104 | -2 °C (-3.6 °F) | +5 °C (9 °F) | 192 |
Birdskin Hood | 13.4% | 2.8% | 30% | 80 | -1 °C (-1.8 °F) | +2.5 °C (4.5 °F) | 112 |
Bluefur Hood | 16.2% | 4.8% | 30% | 104 | -2 °C (-3.6 °F) | +4 °C (7.2 °F) | 137 |
Camelhide Hood | 16.2% | 4.8% | 30% | 104 | -1.6 °C (-2.9 °F) | +6 °C (10.8 °F) | 137 |
Chinchilla fur Hood | 13.4% | 2.8% | 30% | 80 | -3 °C (-5.4 °F) | +4 °C (7.2 °F) | 345 |
Dog leather Hood | 16.2% | 4.8% | 30% | 104 | -1.4 °C (-2.5 °F) | +4 °C (7.2 °F) | 122 |
Dread leather Hood | 25.4% | 4.8% | 30% | 104 | -2 °C (-3.6 °F) | +3 °C (5.4 °F) | 197 |
Elephant leather Hood | 22.4% | 4.8% | 30% | 120 | -1.4 °C (-2.5 °F) | +3 °C (5.4 °F) | 143 |
Foxfur Hood | 16.2% | 4.2% | 30% | 80 | -2 °C (-3.6 °F) | +4 °C (7.2 °F) | 197 |
Guinea pig fur Hood | 13.4% | 2.8% | 30% | 48 | -3.8 °C (-6.8 °F) | +4.5 °C (8.1 °F) | 270 |
Heavy fur Hood | 24.8% | 4.8% | 30% | 120 | -3 °C (-5.4 °F) | +3.5 °C (6.3 °F) | 187 |
Human leather Hood | 12.8% | 4.8% | 30% | 104 | -1.2 °C (-2.2 °F) | +3 °C (5.4 °F) | 230 |
Lightleather Hood | 10.8% | 2.8% | 30% | 80 | -1.2 °C (-2.2 °F) | +3 °C (5.4 °F) | 117 |
Lizardskin Hood | 16.2% | 5.4% | 30% | 80 | -1.2 °C (-2.2 °F) | +3 °C (5.4 °F) | 127 |
Panthera fur Hood | 18.6% | 4.8% | 30% | 104 | -1.6 °C (-2.9 °F) | +6 °C (10.8 °F) | 172 |
Patchleather Hood | 9% | 3.8% | 18% | 80 | -0.9 °C (-1.6 °F) | +2.25 °C (4.1 °F) | 97 |
Pigskin Hood | 12.8% | 4.8% | 30% | 104 | -1.2 °C (-2.2 °F) | +3 °C (5.4 °F) | 117 |
Plainleather Hood | 16.2% | 4.8% | 30% | 104 | -1.6 °C (-2.9 °F) | +4 °C (7.2 °F) | 127 |
Rhinoceros leather Hood | 25.8% | 4.8% | 30% | 120 | -1.4 °C (-2.5 °F) | +3.5 °C (6.3 °F) | 230 |
Thrumbofur Hood | 41.6% | 7.2% | 30% | 160 | -3.4 °C (-6.1 °F) | +5.5 °C (9.9 °F) | 720 |
Wolfskin Hood | 20.4% | 4.8% | 30% | 104 | -2.4 °C (-4.3 °F) | +4 °C (7.2 °F) | 172 |
Alpaca wool Hood | 7.2% | 0% | 22% | 80 | -3 °C (-5.4 °F) | +4 °C (7.2 °F) | 210 |
Bison wool Hood | 7.2% | 0% | 22% | 80 | -2.6 °C (-4.7 °F) | +3 °C (5.4 °F) | 157 |
Cloth Hood | 7.2% | 0% | 3.6% | 80 | -1.8 °C (-3.2 °F) | +4.5 °C (8.1 °F) | 97 |
Devilstrand Hood | 28% | 7.2% | 60% | 104 | -2 °C (-3.6 °F) | +6 °C (10.8 °F) | 295 |
Hyperweave Hood | 40% | 10.8% | 57.6% | 192 | -2.6 °C (-4.7 °F) | +6.5 °C (11.7 °F) | 470 |
Megasloth wool Hood | 16% | 0% | 22% | 80 | -3.4 °C (-6.1 °F) | +3 °C (5.4 °F) | 157 |
Muffalo wool Hood | 7.2% | 0% | 22% | 80 | -2.8 °C (-5 °F) | +3 °C (5.4 °F) | 157 |
Sheep wool Hood | 7.2% | 0% | 22% | 80 | -2.6 °C (-4.7 °F) | +2.5 °C (4.5 °F) | 157 |
Synthread Hood | 18.8% | 5.2% | 18% | 104 | -2.2 °C (-4 °F) | +5.5 °C (9.9 °F) | 220 |
Assuming Normal quality, for the effect of other qualities, see Quality.
Trivia
This is one of very few items to transition between DLC and Core, originally being introduced as part of the Royalty DLC but later being integrated into the base game. The techprint is the only other known example, but it did the reverse.
Version history
- Added by the 1.2 update with Bestowers.
- 1.2.2753 - Insulation against cold increased from 0 to 0.1x, insulation against heat increased from 0 to 0.25x.
- 1.3.3066 - Made craftable. Transferred from Royalty DLC to RimWorld Core. Work To Make increased from 1,200 ticks to 6,000 ticks.
- 1.3.3200 - Armor multipliers increased from 0 to 0.2
- ? - No longer meets the headwear requirements of nobles. Previously could substitute for the top hat/ladies hat.