Clothing
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Clothes are a kind of gear, mostly for providing protection from hot and cold weather and climate and covering up your colonists nudity. They usually offer little in the way of protection against weapons when compared to armor.
Clothing can be crafted at a tailor's workbench.
If left exposed with no roof, clothing will slowly deteriorate until it disintegrates without a trace.
Clothing when worn suffers wear and tear and loses hit points over time.
A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing frayed apparel' thought. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'frayed apparel' thought. These thoughts do not stack.
The Overview screen has an Outfits tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.
Clothing Layers
Each item of apparel or utility gear is worn on a specific location of the wearer's body. That location is determined by two things:
- The body part groups it covers.
- The layer or layers it occupies.
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item that covers the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.
Layers are also used to determine the order in which armor calculations are performed, with the outermost layer's armor applying first, and progressing through the layers until the attack is stopped or there are no more layers.
The layers, from innermost to outermost, are:
- Skin: The closest layer to the body, and mostly used for apparel below the head.
- Middle: The second closest layer to the body, and mostly used for apparel below the head.
- Outer: The third layer from the body, and mostly used for apparel below the head. Note that it will be displayed on the pawn's sprite above all other layers, even though it is considered below the following layers for actual mechanical effects.
- Belt: Technically the fourth layer. A distinct layer for utility items to allow them to be worn alongside any other apparel but not with each other.
- Headgear: The fifth layer, and used for headwear. There are several items that cover body parts typically covered by the other layers however, in which case this will be above them.
- Eyes: The outermost layer. A distinct layer only used for the blindfold to allow it to be worn alongside headwear.
Which body parts currently have items that occupy each of the layers is shown in the table on the below; layers and body parts which are not currently used by gear were omitted. As such, the hands and feet which are not covered by any apparel or any layer, are omitted.
Examples
- You can't wear pants as well as tribalwear, since both cover the "skin" layer and cover the legs.
- You can wear pants and a button-down shirt, since while they both use the "skin" layer they don't cover the same parts.
- You can wear pants and a duster, since while they both cover the legs pants use the "skin" layer while a duster uses the "outer" layer.
On Skin Layer
Pants
Boring old pants. Not visible on humans.
T-Shirt
Most colonists start with this or the Button-Down Shirt.
Button-Down Shirt
A nicer and slightly better formal shirt.
On Skin and Middle Layers
Tribalwear
Resource-cheap and practical. The neolithic raiders are usually dressed in these.
Shell Layer
Duster
The stylish and tough duster, with a small but notable amount of heat protection.
Jacket
Very slightly better than the duster in blunt protection and a slightly smaller move speed penalty.
Parka
The key to domination of the arctic circle. Makes winters, tundras and megalomanic walk-in freezer projects survivable.
Over Head Layer
Cowboy Hat
Obvious throw-back to the Western-esque themes of RimWorld.
Tuque
In the decision between winter survival and style, some lesser souls will ditch their cowboy hat for a tuque.
Tables
Base Values
Clothing | Body Area | Layer | Work | Market Value | Blunt | Sharp | Heat | Move Speed | Social chat impact | Max Temp | Min Temp |
---|---|---|---|---|---|---|---|---|---|---|---|
T-Shirt | Torso | OnSkin | 80 | 50 | 3% | 3% | - | - | - | - | -3 |
Button-Down Shirt | Torso | OnSkin | 134 | 55 | 3% | 3% | - | - | - | - | -3 |
Pants | Legs | OnSkin | 117 | 50 | 3% | 3% | - | - | - | - | -4 |
Jacket | Torso | Shell | 284 | 70 | - | 8% | 3% | -0.03 | - | - | -15 |
Duster | Torso | Shell | 400 | 80 | 3% | 7% | 7% | -0.04 | - | 3 | -15 |
Cowboy Hat | UpperHead | OverHead | 50 | 25 | 3% | 3% | - | - | 0.15 | 7 | - |
Tribalwear | Torso, Legs | OnSkin | 34 | 35 | - | - | - | - | - | - | -10 |
Parka | Torso | Shell | 367 | 120 | - | 3% | 3% | -0.03 | - | -8 | -45 |
Tuque | UpperHead | OverHead | 14 | 25 | 3% | 3% | - | - | - | -2 | -10 |
Material Effects
Material | Market Value Multiplier | Flammability | Blunt Base | Sharp Base | Heat Base | Electric Base | Blunt Multiplier | Sharp Multiplier | Heat Multiplier | Electric Multiplier | Min Temp |
---|---|---|---|---|---|---|---|---|---|---|---|
Cloth | ×1.5 | 100% | - | - | - | - | - | - | - | - | - |
Synthread | ×11.0 | 100% | +3% | +3% | +3% | +3% | - | ×1.65 | ×4.0 | ×4.0 | - |
Devilstrand | ×16.0 | 100% | +5% | +5% | - | +5% | ×1.3 | ×2.0 | - | ×3.0 | - |
Hyperweave | ×45.0 | 100% | +3% | +3% | +3% | - | ×1.6 | ×4.0 | ×2.0 | - | - |
Leather (most) | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×2.0 |
Leather (hare, boomrat, squirrel) | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×1.7 |
Leather (tortoise, iguana, cobra) | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×1.2 |
Leather (human) | ×3.0 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×2.0 |
Leather (boar) | ×1.5 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×4.0 | ×4.0 | ×2.0 |
Leather (rhino) | ×1.5 | 100% | - | - | - | - | ×2.0 | ×2.5 | ×1.7 | ×4.0 | ×2.0 |
To calculate the final value of an attribute:
(<base value> + <material base value>) * material multiplier
e.g. The blunt defense value of a Devilstrand t-shirt (5% + 3%)*1.3 = 10.4%