Difference between revisions of "Pants"
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FixSomeBugs (talk | contribs) (Update pants to reflect 1.0 values, add a bit of detail on the comparison with other options for pants) |
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|buy = {{icon|cloth|50}} | |buy = {{icon|cloth|50}} | ||
|hp = 100 | |hp = 100 | ||
− | |work to make = | + | |work to make = 27 |
|marketvalue = 128 | |marketvalue = 128 | ||
− | |insulationcold = | + | |insulationcold = 0.2 |
− | |armorblunt = | + | |insulationheat = 0.08 |
− | |armorsharp = | + | |armorblunt = 20 |
+ | |armorsharp = 20 | ||
|mass base = 0.5 | |mass base = 0.5 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
==Summary== | ==Summary== | ||
====Overview & Obtaining==== | ====Overview & Obtaining==== | ||
− | Pants are the | + | Pants are the most common legwear in rimworlds, offering a bit of protection from damage, a small amount of insulation, and preventing the "naked" mood debuff (males only need to cover their legs to avoid feeling naked, while females also need to cover their torso). Pants can be purchased from traders, crafted, or stripped from Outlanders and Pirates. |
====Crafting==== | ====Crafting==== | ||
− | As a complicated garment, Pants can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], which requires [[Research|complex clothing]] to be researched in order to be constructed. A pair of pants requires 50 of any textile, and | + | As a complicated garment, Pants can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], which requires [[Research|complex clothing]] to be researched in order to be constructed. A pair of pants requires 50 of any textile, and 27 units of work. |
====Conclusion & Comparison==== | ====Conclusion & Comparison==== | ||
− | Pants | + | There are only three options for covering the [[Clothing Layers|skin layer]] of a colonist's legs: pants, [[flak pants]], and [[tribalwear]]. Pants are the most common choice, but the other options have their own values: |
+ | |||
+ | |||
+ | [[Flak pants]] offer better protection against sharp and blunt damage than most types of pants, but require 30 [[cloth]], 60 [[steel]], and 1 [[component]] to craft. Compared to regular pants (all at normal quality): | ||
+ | * Flak pants offer 40% armor - sharp: equivalent to [[hyperweave]] pants, slightly worse than [[thrumbofur]] pants (41.6%), but better than [[devilstrand]] pants (28.0%) | ||
+ | * Flak pants offer 8.0% armor - blunt: better than [[devilstrand]] pants (7.2%) but worse than [[hyperweave]] pants (10.8%) | ||
+ | * Flak pants offer 10% armor - heat: worse than every single type of pants except [[cloth]] (3.6%). [[Devilstrand]] pants offer the best heat protection of any pants (60%) | ||
+ | * Flak pants have a -0.12 cells per second move speed penalty when worn | ||
+ | * Flak pants also cover the middle clothing layer, preventing a colonist from wearing both flak pants and [[marine armor]] | ||
+ | Overall, flak pants are strictly worse than hyperweave pants of equivalent quality, giving worse armor, insulation, and a move speed penalty. However, flak pants offer better protection than most [[textile]]-based pants (including devilstrand), making them appealing for colonists looking for a boost in armor with a lower move speed penalty than [[plate armor]] or [[marine armor]] | ||
+ | |||
+ | |||
+ | [[Tribalwear]] covers both the legs and torso. Compared to a combination of pants and a [[button-down shirt]]: | ||
+ | * Tribalwear has identical armor values, but less coverage (tribalwear doesn't cover the arms and neck) | ||
+ | * Tribalwear has better insulation - cold (55% vs. 46%) | ||
+ | * Tribalwear has much better insulation - heat (55% vs. 18%) | ||
+ | * Tribalwear has lower materials and work cost (60 textiles and 30 work vs. requires 85 textiles and 72 work) | ||
+ | A bit of extra neck and arm protection is usually seen as valuable enough to merit the lower insulation and higher crafting cost of pants and a button-down. But colonists in ultra-hot biomes may prefer the better insulation, especially when first starting out. | ||
==Insulation Information== | ==Insulation Information== | ||
− | + | Pants offer a trivial amount of insulation from heat (8%), and a minimal amount of insulation from cold (20%). | |
− | {{tag/Keeps Warm| | + | The exact insulation in-game depends on the [[textile]] used and the [[quality]] of the crafted item. |
+ | Assuming normal quality, pants offer: | ||
+ | {{tag/Keeps Cool|0.08}} | ||
+ | {{tag/Keeps Warm|0.2}} | ||
[[Category:Clothing]] | [[Category:Clothing]] | ||
{{nav|clothing|wide}} | {{nav|clothing|wide}} |
Revision as of 04:25, 24 July 2019
Pants
Summary
Overview & Obtaining
Pants are the most common legwear in rimworlds, offering a bit of protection from damage, a small amount of insulation, and preventing the "naked" mood debuff (males only need to cover their legs to avoid feeling naked, while females also need to cover their torso). Pants can be purchased from traders, crafted, or stripped from Outlanders and Pirates.
Crafting
As a complicated garment, Pants can only be made at tailoring benches, which requires complex clothing to be researched in order to be constructed. A pair of pants requires 50 of any textile, and 27 units of work.
Conclusion & Comparison
There are only three options for covering the skin layer of a colonist's legs: pants, flak pants, and tribalwear. Pants are the most common choice, but the other options have their own values:
Flak pants offer better protection against sharp and blunt damage than most types of pants, but require 30 cloth, 60 steel, and 1 component to craft. Compared to regular pants (all at normal quality):
- Flak pants offer 40% armor - sharp: equivalent to hyperweave pants, slightly worse than thrumbofur pants (41.6%), but better than devilstrand pants (28.0%)
- Flak pants offer 8.0% armor - blunt: better than devilstrand pants (7.2%) but worse than hyperweave pants (10.8%)
- Flak pants offer 10% armor - heat: worse than every single type of pants except cloth (3.6%). Devilstrand pants offer the best heat protection of any pants (60%)
- Flak pants have a -0.12 cells per second move speed penalty when worn
- Flak pants also cover the middle clothing layer, preventing a colonist from wearing both flak pants and marine armor
Overall, flak pants are strictly worse than hyperweave pants of equivalent quality, giving worse armor, insulation, and a move speed penalty. However, flak pants offer better protection than most textile-based pants (including devilstrand), making them appealing for colonists looking for a boost in armor with a lower move speed penalty than plate armor or marine armor
Tribalwear covers both the legs and torso. Compared to a combination of pants and a button-down shirt:
- Tribalwear has identical armor values, but less coverage (tribalwear doesn't cover the arms and neck)
- Tribalwear has better insulation - cold (55% vs. 46%)
- Tribalwear has much better insulation - heat (55% vs. 18%)
- Tribalwear has lower materials and work cost (60 textiles and 30 work vs. requires 85 textiles and 72 work)
A bit of extra neck and arm protection is usually seen as valuable enough to merit the lower insulation and higher crafting cost of pants and a button-down. But colonists in ultra-hot biomes may prefer the better insulation, especially when first starting out.
Insulation Information
Pants offer a trivial amount of insulation from heat (8%), and a minimal amount of insulation from cold (20%). The exact insulation in-game depends on the textile used and the quality of the crafted item. Assuming normal quality, pants offer:
Keeps Cool | ||
---|---|---|
Maximum | ||
Fabric | Alpaca wool | +1.28°C |
Cloth | +1.44°C | |
Devilstrand | +1.92°C | |
Hyperweave | +2.08°C | |
Megasloth wool | +0.96°C | |
Muffalo wool | +0.96°C | |
Synthread | +1.76°C | |
Leather | Bearskin | +1.6°C |
Birdskin | +0.8°C | |
Bluefur | +1.28°C | |
Camelhide | +1.92°C | |
Chinchilla fur | +1.28°C | |
Dog leather | +1.28°C | |
Elephant leather | +0.96°C | |
Foxfur | +1.28°C | |
Heavy fur | +1.12°C | |
Human leather | +0.96°C | |
Lightleather | +0.96°C | |
Lizardskin | +0.96°C | |
Panthera fur | +1.92°C | |
Patchleather | +0.72°C | |
Plainleather | +1.28°C | |
Rhinoceros leather | +1.12°C | |
Thrumbofur | +1.76°C | |
Wolfskin | +1.28°C |
Keeps Warm | ||
---|---|---|
Minimum | ||
Fabric | Alpaca wool | −6°C |
Cloth | −3.6°C | |
Devilstrand | −4°C | |
Hyperweave | −5.2°C | |
Megasloth wool | −6.8°C | |
Muffalo wool | −5.6°C | |
Synthread | −4.4°C | |
Leather | Bearskin | −4°C |
Birdskin | −2°C | |
Bluefur | −4°C | |
Camelhide | −3.2°C | |
Chinchilla fur | −6°C | |
Dog leather | −2.8°C | |
Elephant leather | −2.8°C | |
Foxfur | −4°C | |
Heavy fur | −6°C | |
Human leather | −2.4°C | |
Lightleather | −2.4°C | |
Lizardskin | −2.4°C | |
Panthera fur | −3.2°C | |
Patchleather | −1.8°C | |
Plainleather | −3.2°C | |
Rhinoceros leather | −2.8°C | |
Thrumbofur | −6.8°C | |
Wolfskin | −4.8°C |