Difference between revisions of "Apparel"

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* A percentile roll is made against the modified armor:
 
* A percentile roll is made against the modified armor:
 
** If the roll is higher, the full damage is applied to the body part
 
** If the roll is higher, the full damage is applied to the body part
** If the roll is lower, but still more than half - half damage is dealt. If it is a piercing attack, it also has the damage reduced to a bruise.
+
** If the roll is lower, but still more than half - half damage is dealt. If it is a sharp attack, it also has the damage reduced to blunt trauma
 
** If the roll is half or less, no damage is done
 
** If the roll is half or less, no damage is done
  

Revision as of 07:56, 2 November 2018

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility


Apparel is worn by your colonists to protect them from the elements or from harm. There are two main types of apparel, clothing and armor.

See a pawn's Gear tab to see what apparel they are wearing.

Clothing vs Armor

Both clothing and armor use the same basic principles. They can be mixed and matched, as far as Clothing Layers allow.

Clothing tends to be made from lighter materials (fabrics and leathers). It tends to offer better protection from the environment then damage. However, with the right materials, clothing can be a worthwhile "light" armor.

Armor tends to be made from solid materials (usually metal). It also tends to give penalties to movement and similar stats. They also offer less environmental protection then clothing, so being well protected from violence is not without trade-offs.

Protection

Protection deals with mitigating damage to body parts. It can range anywhere from 0 to 100%. Materials tend to have higher values (up to 200%), however those values are drastically cut by the "material Effect" modifier if the piece of clothing that is made from the material.

After the game has determined which body part was hit by an attack, the following math is applied:

  • the Protection values for all worn items in that region are summed up
  • the penetration value of the weapon is subtracted, to get the modified Protection
  • A percentile roll is made against the modified armor:
    • If the roll is higher, the full damage is applied to the body part
    • If the roll is lower, but still more than half - half damage is dealt. If it is a sharp attack, it also has the damage reduced to blunt trauma
    • If the roll is half or less, no damage is done

That means an armor rating of 200% after penetration would result in de-facto damage immunity.

It is unclear how apparel loses hitpoints when blocking, partially blocking or not blocking damage.

Sharp Protection

Protection against Claws, Swords, Spears and Bullets. These attacks will cause cuts, which in turn are prone to cause bleeding. Even the lightest clothing material seems to offer some of this.

Blunt Protection

Protection against most blunt attacks. In addition to obvious cases like Clubs, this includes headbutts and strikes with weapon melee.

Heat Protection

Not to be mistaken for Heat Insulation, this works against fire damage. That includes both natural fires and fire weapons.

Insulation

Protection against extreme temperatures, such as freezing and overheating. Every pawn and every Animal has a natural range of "acceptable temperatures". Humans have a comparatively small range. This value will add directly to the heat and cold tolerance, making it possible to work in climates that any naked human would die in.

Generally, items can be classified as "keeping warm" (massive Cold, little or no Heat Insulation), "normal" (which means heat Insulation is less than half cold) or "keeping cool" (several times the cold insulation in Heat), with Material Modifiers to match. Materials tend to have the same base values in both Insulations; however, there are exceptions to this rule.

Cold Insulation

A rather easy value to come by. No item - not even armor or those focused on heat insulation - lack this value.

For extreme temperatures, some woolen clothing can offer very high cold resistance.

Heat Insulation

Less common compared to cold insulation. While most items provide some, it is usually less than half their cold insulation. Only a select few items and materials are suitable to maximize this value and usually at the cost of protection.

Flammability

How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material.

It is unclear if it affects the chance for a Pawn to catch fire while standing in a burning tile.

Damaged apparel

Apparel suffers wear and tear when worn causing it to lose hit points over time. They also become damaged when the wearer is attacked, and the apparel absorbs some damage as armor.

A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.

HP Thought Debuff
20% - 50% "Wearing worn-out apparel" -3
below 20% "Wearing tattered apparel" -5


Durability does not affect stats such as protection and insulation.

Quality Effects

Quality Armor
Factor
Insulation
Factor
Market Value Max Market Value Gain Deterioration Rate Beauty
Awful 0.6 0.8 0.5 - 2 -0.1
Poor 0.8 0.9 0.75 - 1.5 0.5
Normal 1.0 1.0 1.0 - 1 1
Good 1.15 1.1 1.25 500 0.8 2
Excellent 1.3 1.2 1.5 1000 0.6 3
Masterwork 1.45 1.5 2.5 2000 0.3 5
Legendary 1.8 1.8 5 3000 0.1 8

Nudity

Colonists whose legs are not covered by apparel will be considered naked and will receive the appropriate mood penalties. Colonists not happy about nudity will cause an alert to trigger prompting the player to seek suitable clothing.

For Nudists the opposite is true - they receive a mood bonus for wearing no or little clothing, with a slight penalty for wearing a full set.

Special Values

Clothing can have very specific secondary values. The more common ones are:

  • Negative movement Speed. This is mostly seen with armor
  • Bonus to social skills. This is a extremely common stat for any form of headwear that is not armor
  • Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage

Tainted Apparel

Clothing stripped from corpses is considered tainted apparel and is noted with a T. Colonists wearing tainted apparel gain a persistent mood debuff as long as they're wearing it- colonists with Bloodlust do not seem to mind, however.

Number of items Debuff
1 -3
2 -5
3 -7
4+ -8

Disposal is usually the only option as traders do not buy them (as of 0.19).

Disposal

Apparel can be destroyed using a crematorium or a campfire. Simply create a "Burn apparel" bill, and be sure to uncheck anything you want to keep.

Materials

A number of Materials is available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item.

Armor Materials

These materials are primarily used for armor. It includes any metal and in rare cases, even wood or stone might be supported.

Name Stuff Category Sharp Blunt Heat Cold Insulation Heat Insulation Item HP Market Value Commonality Flammability
Silver Metallic 72% 36% 36% 3 0 0.7 1 100 0.4
Gold Metallic 72% 36% 36% 3 0 0.6 10 0.02 0.4
Steel Metallic 90% 45% 72% 3 0 1 1.9 1.0 0.4
Plasteel Metallic 126% 63% 108% 3 0 2.8 9 0.05 0.2
Wood Woody 54% 54% 90% 8 4 0.65 1.2 1 1
Uranium Metallic 108% 54% 90% 3 0 2.5 6 0.05 0
Jade Stony 90% 45% 54% 3 0 0.5 5 0.05 0

Clothing Materials

All variants of Fabric and Leathers.

Name Stuff Category Sharp Blunt Heat Cold Insulation Heat Insulation Item HP Multiplier Market Value Commonality Flammability
LeatherBase Leathery 81% 24% 150% 16 16 1.3 2.1 0.025 1
Plain Leather Leathery 81% 24% 150% 16 16 1.3 2.1 0.020 1
Dog Leather Leathery 81% 24% 150% 14 16 1.3 20 0.075 1
Wolfskin Leathery 102% 24% 150% 24 16 1.3 3.0 0.075 1
Panthera Skin Leathery 93% 24% 150% 16 24 1.3 3.0 0.025 1
Camelhide Leathery 81% 24% 150% 16 24 1.3 2.3 0.05 1
Bluefur Leathery 81% 24% 150% 20 16 1.3 2.3 0.025 1
Bearskin Leathery 112% 24% 150% 20 20 1.3 3.4 0.05 1
Human Leather Leathery 64% 24% 150% 12 12 1.3 4.2 0.025 1
Pigskin Leathery 64% 24% 150% 12 12 1.3 1.9 0.05 1
Lightleather Leathery 54% 14% 150% 12 12 1.3 1.9 0.25 1
Birdskin Leathery 67% 14% 150% 10 10 1.3 1.8 0.025 1
Chinchilla Fur Leathery 67% 14% 150% 30 16 1.3 6.5 0.025 1
Foxfur Leathery 81% 21% 150% 20 16 1.3 3.5 0.075 1
Lizardskin Leathery 81% 27% 150% 12 12 1.3 2.1 0.075 1
Elephant Leather Leathery 112% 24% 150% 14 12 1.3 3.0 0.025 1.5
Heavy Fur Leathery 124% 24% 150% 30 14 1.3 3.3 0.025 1.5
Rhinoceros Leather Leathery 129% 24% 150% 14 14 1.3 4.2 0.025 1.5
Thrumbo Fur Leathery 208% 36% 150% 34 22 1.3 14 0.0025 2.0
Patchleather Leathery 45% 19% 90% 9 9 1.3 1.5 0.075 1
Cloth Fabric 36% 0% 18% 18 18 ? 1.5 1.4 1.2
Synthread Fabric 63% 0% 72% 22 22 1.3 4 0.15 0.7
Devilstrand Fabric 140% 36% 3 20 24 1.3 5.5 0.2 0.4
Hyperweave Fabric 200% 54% 2.88 26 26 2.4 9 0.1 0.4
Woolbase Fabric 36% 0% 36% Cold Insulation Heat Insulation ? 2.7 0.12 ?
Megasloth Wool Fabric 36% 0% 36% 30 12 ? 2.7 0.12 ?
Muffalo Wool Fabric 36% 0% 36% 30 12 ? 2.7 0.12 ?
Camelhair Fabric 36% 0% 36% 18 26 ? 2.7 0.12 ?
Alpaca Wool Fabric 36% 0% 36% 28 16 ? 2.7 0.12 ?