Clothing
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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. Their materials are also very easy to get and work
Material
If clothes make the man, materials make the clothes. 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 "boring" material. It is used as baseline material in Crafting Bill Hints. It can also be easily farmed from Plants or cheaply bought, making it quite abundant.
Advanced Fabrics are a lot harder to come by. 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.
Wools
Wool is technically just a subtype of Fabric. can only be aquired from Domestic 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 side effect of hunting. Leather types are defined by the Animal they come from, but with 1.9 a lot of leather types were cut. 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.
On Skin Layer
Pants
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Boring old pants. Not visible on humans.
T-shirt
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Most colonists start with this or the button-down shirt.
Button-down shirt
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A nicer and slightly better formal shirt.
On Skin and Middle Layers
Tribalwear
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Resource-cheap and practical. The neolithic raiders are usually dressed in these. Offers more warmth than a button-down shirt and pants combined despite using a third of the materials, but it leaves the shoulders and arms vulnerable and can't be worn with armor.
Shell Layer
Duster
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The stylish and tough duster, with a small but notable amount of heat protection. Currently one of three pieces of clothing which keeps cool making it useful in deserts.
Jacket
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Very slightly better than the duster in sharp protection and a slightly smaller move speed penalty,.
Parka
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The key to domination of the arctic circle. Makes winters, tundras and megalomanic walk-in freezer projects survivable.
Over Head Layer
Cowboy hat
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Obvious throw-back to the Western-esque themes of RimWorld. Laugh at the sun while the harmful UV rays harmlessly bounce off your beautiful hat.
Tuque
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In the decision between winter survival and style, some lesser souls will ditch their cowboy hat for a tuque.
Bowler hat
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Tables
Base Values
Clothing | Body Area | Layer | Work | Material cost | Material/Work | Base value | Value/Material | Blunt | Sharp | Heat | Move Speed | Max Temp | Min Temp |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pants | Legs | OnSkin | 117 | 50 | 0.427 | 128 | 2.56 | 3% | 3% | - | - | - | -4 |
T-shirt | Torso | OnSkin | 80 | 50 | 0.625 | 120 | 2.4 | 3% | 3% | - | - | - | -3 |
Button-down shirt | Torso | OnSkin | 134 | 55 | 0.410 | 140 | 2.55 | 3% | 3% | - | - | - | -4 |
Tribalwear | Torso, Legs | OnSkin | 34 | 35 | 1.029 | 82.8 | 2.37 | +3% | +3% | - | - | - | -10 |
Duster | Torso | Shell | 367 | 80 | 0.218 | 250 | 3.125 | 3% | 7% | 7% | -4% | +15 | -15 |
Jacket | Torso | Shell | 200 | 70 | 0.35 | 188 | 2.69 | - | 8% | 3% | -3% | - | -15 |
Parka | Torso | Shell | 334 | 120 | 0.36 | 320 | 2.67 | - | 3% | 3% | -5% | -8 | -45 |
Cowboy hat | UpperHead | OverHead | 84 | 25 | 0.298 | 70 | 2.8 | 3% | 3% | - | - | +8 | - |
Tuque | UpperHead | OverHead | 14 | 25 | 1.786 | 56 | 2.24 | 3% | 3% | - | - | -2 | -10 |