Difference between revisions of "Clothing"

From RimWorld Wiki
Jump to navigation Jump to search
Line 97: Line 97:
 
| description  = Obvious throw-back to the Western-esque themes of [[RimWorld]].
 
| description  = Obvious throw-back to the Western-esque themes of [[RimWorld]].
 
| tags        =
 
| tags        =
{{Tag/Worth    | 25 }}
+
{{Tag/Worth         |   25 }}
{{Tag/Work     | 3,000 }}
+
{{Tag/Work         | 3,000 }}
{{Tag/Bodypart | Upper Head }}
+
{{Tag/Protects Head | Upper Head | blunt = 3 | sharp = 3}}
{{Tag/TempMax+ | 7 }}
+
{{Tag/Keeps Cool    |     7 }}
{{Tag/Social+ | 15% }}
+
{{Tag/Social+       |   15% }}
{{Tag/Protect+ | 3% | Blunt }}
 
{{Tag/Protect+ | 3% | Sharp }}
 
 
}}
 
}}
  
Line 111: Line 109:
 
| description  = In the decision between winter survival and style, some lesser souls will ditch their [[#Cowboy Hat|cowboy hat]] for a tuque.
 
| description  = In the decision between winter survival and style, some lesser souls will ditch their [[#Cowboy Hat|cowboy hat]] for a tuque.
 
| tags        =
 
| tags        =
{{Tag/Worth    | 25 }}
+
{{Tag/Worth         |   25 }}
{{Tag/Work     | 800 }}
+
{{Tag/Work         |   800 }}
{{Tag/Bodypart | Upper Head }}
+
{{Tag/Protects Head | Upper Head | blunt = 3 | sharp = 3}}
{{Tag/KeepsWarm| 10 | 2 }}
+
{{Tag/Keeps Warm    |   10 | 2 }}
{{Tag/Protect+ | 3% | Blunt }}
 
{{Tag/Protect+ | 3% | Sharp }}
 
 
}}
 
}}
  

Revision as of 12:24, 13 January 2015

Clothes are a kind of gear, mostly for providing protection from hot and cold weather and climate and covering up your colonists nudity. They usually offer little in the way of protection against weapons when compared to armor.

Clothing Layers

Each item of apparel or utility gear is worn on a specific location of the wearer's body. That location is determined by two things:

  1. The body part groups it covers.
  2. The layer or layers it occupies.

Apparel combinations are limited by layer and coverage - an item cannot be worn with another item that covers the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.

Layers are also used to determine the order in which armor calculations are performed, with the outermost layer's armor applying first, and progressing through the layers until the attack is stopped or there are no more layers.

The layers, from innermost to outermost, are:

  • Skin: The closest layer to the body, and mostly used for apparel below the head.
  • Middle: The second closest layer to the body, and mostly used for apparel below the head.
  • Outer: The third layer from the body, and mostly used for apparel below the head. Note that it will be displayed on the pawn's sprite above all other layers, even though it is considered below the following layers for actual mechanical effects.
  • Belt: Technically the fourth layer. A distinct layer for utility items to allow them to be worn alongside any other apparel but not with each other.
  • Headgear: The fifth layer, and used for headwear. There are several items that cover body parts typically covered by the other layers however, in which case this will be above them.
  • Eyes: The outermost layer. A distinct layer only used for the blindfoldContent added by the Ideology DLC to allow it to be worn alongside headwear.

Which body parts currently have items that occupy each of the layers is shown in the table on the below; layers and body parts which are not currently used by gear were omitted. As such, the hands and feet which are not covered by any apparel or any layer, are omitted.

  • Body Part Group Coverage Skin Middle Outer Headgear Eyes Belt Image
    Full Head Head, Ears, Nose, Jaw, Eyes × Human Body Areas Located.png
    Upper Head Head, Ears ×
    Eyes Eyes ×
    Shoulders Left & Right Shoulders × × ×
    Arms Left & Right Arm × × ×
    Torso Torso × × ×
    Waist Waist ×
    Neck Neck × × × ×
    Legs Left & Right Leg × × ×
  • Examples

    • You can't wear pants as well as tribalwear, since both cover the "skin" layer and cover the legs.
    • You can wear pants and a button-down shirt, since while they both use the "skin" layer they don't cover the same parts.
    • You can wear pants and a duster, since while they both cover the legs pants use the "skin" layer while a duster uses the "outer" layer.

    On Skin Layer

    T-Shirt

    Button-Down Shirt

    Pants.png

    Pants

    A simple set of pants.
    Tribalwear.png

    Tribalwear

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

    Shell Layer

    Jacket.png

    Jacket

    A tough jacket to stop scrapes and bruises, and keep one warm in chilly weather.
    Duster.png

    Duster

    A long duster coat for blocking the sun and grit of the desert.
    Parka.png

    Parka

    A thick parka for staying warm even in the coldest of temperatures.

    Over Head Layer

    Cowboy Hat

    Tuque.png

    Tuque

    A soft, thick cap. Great for keeping warm in winter.

    Sleeveless-ness

    Oddly enough, several pieces of apparel do not cover the arms. While sleeveless jackets and sleeveless T-Shirts are completely reasonable, the Button-Down Shirt and Duster are also sleeveless. This suggests that the RimWorlds have some sort of fascination with sleeveless apparel (not to mention that they also seem to be barren of any sort of pants/trousers). Massive oversight or a bizarre fashion trend? Who knows.

    Tables

    Base Values

    Clothing Body Area Layer Work Market Value Blunt Sharp Heat Move Speed Social chat impact Max Temp Min Temp
    T-Shirt Torso OnSkin 4800 50 3% 3% - - - - -3
    Button-Down Shirt Torso OnSkin 8000 55 3% 3% - - - - -3
    Pants Legs OnSkin 7000 50 3% 3% - - - - -4
    Jacket Torso Shell 17000 70 - 8% 3% -0.03 - - -15
    Duster Torso Shell 24000 80 3% 7% 7% -0.04 - 3 -15
    Cowboy Hat UpperHead OverHead 3000 25 3% 3% - - 0.15 7 -
    Tribalwear Torso, Legs OnSkin 2000 35 - - - - - - -10
    Parka Torso Shell 22000 120 - 3% 3% -0.03 - -8 -45
    Tuque UpperHead OverHead 800 25 3% 3% - - - -2 -10

    Material Effects

    Material Market Value Mutliplier Flammability Blunt Base Sharp Base Heat Base Electric Base Blunt Multiplier Sharp Multipler Heat Multiplier Electric Multiplier Min Temp
    Cloth x1.5 100% - - - - - - - - -
    Synthread x11 100% +3% +3% +3% +3% - x1.65 x4 x4 -
    Devilstrand x16 100% +5% +5% - +5% x1.3 x2 - x3 -
    Hyperweave x45 100% +3% +3% +3% - x1.6 x4 x2 - -
    Leather (most) ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×2.0
    Leather (hare, boomrat, squirrel) ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×1.7
    Leather (tortoise, iguana, cobra) ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×1.2
    Leather (human) ×3.0 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×2.0
    Leather (boar) ×1.5 100% - - - - ×1.5 ×1.5 ×4.0 ×4.0 ×2.0
    Leather (rhino) ×1.5 100% - - - - ×2.0 ×2.5 ×1.7 ×4.0 ×2.0

    To calculate the final value of an attribute:

    (<base value> + <material base value>) * material multipler

    e.g. The blunt defense value of a Devilstrand t-shirt (5% + 3%)*1.3 = 10.4%