Difference between revisions of "Textiles"
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FixSomeBugs (talk | contribs) (Added an example of the impact of the different factors. Removed hit points, since the hit points of the textile don't impact the hit points of clothing produced with that textile.) |
FixSomeBugs (talk | contribs) m (Tiny fix: label the units for a couple insulation columns. It's a shame SMW doesn't support more number formatting options in #ask, since it'd be better to show the units inline.) |
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For example [[cloth]] has a 0.36 armor - sharp factor, while a [[duster]] has an armor-sharp material effect multiplier of 30%. | For example [[cloth]] has a 0.36 armor - sharp factor, while a [[duster]] has an armor-sharp material effect multiplier of 30%. | ||
So, a normal quality cloth duster will have a final armor - sharp rating of 0.36 * 30% = 10.8% | So, a normal quality cloth duster will have a final armor - sharp rating of 0.36 * 30% = 10.8% | ||
+ | For an example of how to calculate the insulation for a given piece of clothing, see [[Apparel#Insulation|here]] | ||
{{#ask: [[Category:Textile]] | {{#ask: [[Category:Textile]] | ||
Line 23: | Line 24: | ||
| ?Armor - Blunt Factor | | ?Armor - Blunt Factor | ||
| ?Armor - Heat Factor | | ?Armor - Heat Factor | ||
− | | ?Insulation - Cold Factor | + | | ?Insulation - Cold Factor = Insulation - Cold (°C) |
− | | ?Insulation - Heat Factor | + | | ?Insulation - Heat Factor = Insulation - Cold (°C) |
− | | ?Market Value Base | + | | ?Market Value Base = Market Value |
| link = subject | | link = subject | ||
| limit = 100 | | limit = 100 |
Revision as of 02:21, 23 July 2019
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Textiles are materials used to make clothing. Textiles are divided into two categories:
- Fabrics
- Fibrous material harvested from plants, or sheared from tamed animals
- Leathers
- A byproduct of butchering animals
Material Effects
Below is a list of material effects for fabrics and leathers. These effects determine the stats of clothing made out of each textile.
For example cloth has a 0.36 armor - sharp factor, while a duster has an armor-sharp material effect multiplier of 30%. So, a normal quality cloth duster will have a final armor - sharp rating of 0.36 * 30% = 10.8% For an example of how to calculate the insulation for a given piece of clothing, see here
Textile | Armor - Sharp Factor | Armor - Blunt Factor | Armor - Heat Factor | Insulation - Cold (°C) | Insulation - Cold (°C) | Market Value |
---|---|---|---|---|---|---|
Alpaca wool | 0.36 | 0 | 1.1 | 30 | 16 | 3.8 |
Bearskin | 1.12 | 0.24 | 1.5 | 20 | 20 | 3.4 |
Birdskin | 0.67 | 0.14 | 1.5 | 10 | 10 | 1.8 |
Bison wool | 0.36 | 0 | 1.1 | 26 | 12 | 2.7 |
Bluefur | 0.81 | 0.24 | 1.5 | 20 | 16 | 2.3 |
Camelhide | 0.81 | 0.24 | 1.5 | 16 | 24 | 2.3 |
Chinchilla fur | 0.67 | 0.14 | 1.5 | 30 | 16 | 6.5 |
Cloth | 0.36 | 0 | 0.18 | 18 | 18 | 1.5 |
Devilstrand | 1.4 | 0.36 | 3 | 20 | 24 | 5.5 |
Dog leather | 0.81 | 0.24 | 1.5 | 14 | 16 | 2 |
Dread leather | 1.27 | 0.24 | 1.5 | 20 | 12 | 3.5 |
Elephant leather | 1.12 | 0.24 | 1.5 | 14 | 12 | 2.42 |
Foxfur | 0.81 | 0.21 | 1.5 | 20 | 16 | 3.5 |
Guinea pig fur | 0.67 | 0.14 | 1.5 | 38 | 18 | 5 |
Heavy fur | 1.24 | 0.24 | 1.5 | 30 | 14 | 3.3 |
Human leather | 0.64 | 0.24 | 1.5 | 12 | 12 | 4.2 |
Hyperweave | 2 | 0.54 | 2.88 | 26 | 26 | 9 |
Lightleather | 0.54 | 0.14 | 1.5 | 12 | 12 | 1.9 |
Lizardskin | 0.81 | 0.27 | 1.5 | 12 | 12 | 2.1 |
Megasloth wool | 0.8 | 0 | 1.1 | 34 | 12 | 2.7 |
Muffalo wool | 0.36 | 0 | 1.1 | 28 | 12 | 2.7 |
Panthera fur | 0.93 | 0.24 | 1.5 | 16 | 24 | 3 |
Patchleather | 0.45 | 0.19 | 0.9 | 9 | 9 | 1.5 |
Pigskin | 0.64 | 0.24 | 1.5 | 12 | 12 | 1.9 |
Plainleather | 0.81 | 0.24 | 1.5 | 16 | 16 | 2.1 |
Rhinoceros leather | 1.29 | 0.24 | 1.5 | 14 | 14 | 4.2 |
Sheep wool | 0.36 | 0 | 1.1 | 26 | 10 | 2.7 |
Synthread | 0.94 | 0.26 | 0.9 | 22 | 22 | 4 |
Thrumbofur | 2.08 | 0.36 | 1.5 | 34 | 22 | 14 |
Wolfskin | 1.02 | 0.24 | 1.5 | 24 | 16 | 3 |