Difference between revisions of "Clothing"
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=== Shell === | === Shell === |
Revision as of 15:33, 9 September 2018
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Clothes are one type of Apparel. For general properties, see there.
Clothing Values
Clothes are made from Fabric and Leathers. While it varies heavily based on the material, clothing offers rather little protection from violence, but very good Insulation values.
Material
Picking the right material for any piece of clothing is far from arbitrary and the default setting will just have nearly all materials checked. The algorithm by which the crafter picks the material to use is unknown.
Farbrics
Cloth is the most accessible material when wildlife is scarce. It can also be easily farmed from Cotton Plants or cheaply bought. It is used as baseline material in Crafting Bill Hints.
Advanced Fabrics tend to have way better armor values and at least comparable thermal resistance values, meaning they can easily replace cloth in every application but are harder to come by.
Wools
Wool is technically just a subtype of Fabric. Can only be aquired from Domesticated Animals, and have high Thermal Multipliers. It offers very weak protection and is highly flamable. Care must be taken to not mix up the Wool and Leather from an animal, as those have very different values.
Leathers and Skins
Leathers offer pretty good defenses and are easy to aquire as a sub product of hunting. Leather are defined by the type of animal they were taken from. While they generally provide good armor, their thermal resistance tend to be all over the place - way below and way above cloth. They always have a high Flame and Blunt damage resistance, with low Flamability.
Headgear Table
Unlike other clothing, Headgear is made alsmost exclusively from Fabric.
Name | Complex Clothing | Fabric | Leathery | Sharp | Blunt | Heat | Cold Insulation | Heat Insulation | Special | Upper Head | Full Head |
---|---|---|---|---|---|---|---|---|---|---|---|
Cowboy Hat | Y | Y | Y | 20% | 20% | 20% | 10% | 50% | +10% Social Impact | Y | N |
Bowler Hat | Y | Y | Y | 20% | 20% | 20% | 10% | 40% | +15% Social Impact | Y | N |
Tribal Headdress | N | Y | N | 20% | 20% | 20% | 10% | 15% | +15% Social | Y | N |
Turque | Y | Y | N | 20% | 20% | 20% | 50% | 0% | Nothing | Y | N |
Tribal War Veil | N | Y | N | 20% | 20% | 20% | 5% | 5% | +5 Pain Schock Treshold | N | Y |
Body table
Name | Fabric | Leathery | Armor | Cold Insulation | Heat Insulation | Upper Body | Lower Body | On Skin | Middle | Shell |
---|---|---|---|---|---|---|---|---|---|---|
Tribal | Y | Y | 20% | 55% | 55% | Y | Y | Y | ||
Parka | Y | Y | 20% | 200% | 0% | Y | Y | |||
Pants | Y | Y | 20% | 20% | 8% | Y | Y | |||
T-Shirt | Y | Y | 20% | 22% | 10% | Y | Y | |||
Button Down Shirt | Y | Y | 20% | 26% | 10% | Y | Y | |||
Duster | Y | Y | 30% | 60% | 85% | Y | Y | Y | ||
Jacket | Y | Y | 30% | 80% | 30% | Y | Y |
Common Combinations
On Skin Layer
This layer is dominated by two options: Tribalwear or Shirt + Pants
Tribalwear offers the best thermal and heat protection Shirt+Pants in turn has better armor values
The T-Shirt is a inferior version of the button down shirt, and should be avoided unless it's reduced material cost or reduced coverage is helpfull.
Middle
The middle layer is not used by any clothing. It is primarily the realm of Armors, wich use it to lock out agaisnt another.
Shell
The Shell layer is primarily for armors and specialized protection clothing.
The Parka is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly it should propably always made from whatever material has the highest base values.
The Duster is a cowboy attire. Aside from good heat insulation, it also offers decent protection. It also can be combined with Shirt, Flak Pants, and Flak Vest.
The Jacket is a very common item. Crashland survivors start with one. It is a good balance between Protection and Insulation and even combines with Flak Armor. But for heavier armor it must be replaced.