Tribalwear

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Tribalwear

Tribalwear

A full-body garment crafted using neolithic tools. While it may look primitive, it is effective at insulating the wearer.

Base Stats

Type
GearClothing
Tech Level
Neolithic
Mass
0.5 kg
HP
100

Apparel

Insulation Factor - Cold
0.55×
Insulation Factor - Heat
0.55×
Armor Factor - Sharp
0.2
Armor Factor - Blunt
0.2
Armor Factor - Heat
0.2
Clothing For Nudity
True
Coverage
Torso, Left Leg, Right Leg
Layer
Skin
Lifestage
Adult

Creation

Crafted At
Crafting spot / Hand tailor bench / Electric tailor bench
Work To Make
1,800 ticks (30 secs)
Work Speed Stat
General Labor Speed
Stuff Tags
Leathery, Fabric
Resources to make
Stuff 60
Technical


Tribalwear is the only neolithic item of clothing in RimWorld. It covers both the torso and legs, meaning it is worn in place of a shirt and pants.

Acquisition[edit]

Tribalwears can be crafted at a crafting spot, hand tailor bench, or electric tailor bench, each requiring Stuff 60 Stuff (Leathery/Fabric) and 1,800 ticks (30 secs) of work modified by the general labor speed of the crafter and the work to make factor of the material.

They can also be bought from tribal traders and faction bases, and are commonly found on almost all kinds of tribal raiders.

Analysis[edit]

Tribalwear is one of the primary ways to occupy the skin layer. It is the only option for New Tribes to consider. New Arrivals have access to Complex clothing, and can instead create a t-shirt or button-down shirt with pants.

Compared to wearing both a Button-down shirt and Pants:

  • Tribalwear has identical armor values, but does not cover the neck, shoulders, and arms (which account for roughly 17% of attacks).
  • Tribalwear has better insulation from cold (55% vs. 46%)
  • Tribalwear has much better insulation from hot temperatures (55% vs. 18%)
  • Tribalwear has a lower material cost (60 vs. 85)
  • Tribalwear has a lower work cost (1,800 ticks (30 secs) vs. 4,300 ticks (1.19 mins))
  • A t-shirt costs 5 materials less. It has the same armor and roughly the same insulation as a button-down, but doesn't cover the neck or arms.

The differences are quite small in practice. A duster, jacket, or parka is usually sufficient against extreme temperatures - assuming you can create them. Conversely, the actual protection from a tribalwear/shirt is quite minimal when they are made from early game materials. Thus, tribalwear is good before you have access to outerwear or protective textiles, as it is cheaper and more insulating. It is also an overall economical option to avoid extreme temperatures.

Tribalwear can also be used to "upgrade" from a jacket to a duster; depending on the climate, it might be enough to be comfortable outside. The duster protects everything the tribalwear doesn't, and is much more effective than a mere shirt at doing so. Button-downs are superior if you can wear them and a duster comfortably, or if a parka is required regardless of the inner clothing.

Prisoner Clothing[edit]

Tribalwear is ideal for prisoners and non-combat slavesContent added by the Ideology DLC since it offers essential bodily coverage, it's cheap, and it offers less protection than other clothing. This ensures that prisoners can be downed more easily in the event of prison breaks or slave rebellions. As prisoners will often only put on the bare minimum clothing to not be considered naked, the increased insulation over other options also helps prevent issues with extreme temperatures that would otherwise require finagling another insulating item on to the prisoner.

You can force prisoners to wear tribalwear by stripping them, and then ensuring there's a stockpile of tribalwear in their cell/barracks. This also has the benefit of removing their armor, which can be smelted or used to your benefit.

Crafting for Trade[edit]

Tribalwear has the highest ratio of "materials" / "work to craft" of all clothing: 60 material for 30 work, so 2:1 (the next highest are t-shirt and pants at 1.5:1). Therefore, if you have a large pile of textiles you would sell — to a bulk goods trader or a base — and a good crafter, and you'd like to convert it into high-quality clothing to increase its value before selling it, then turning it into tribalwear is the fastest way. Tribalwear is also relatively value-dense: it's 60 material per item (and therefore per shelf slot), which is somewhat less than the jacket (70 material), duster, cape, and parka (all 80 material); but it's also much lighter at 0.5 kg, compared to the 1.5 kg jacket, 2 kg cape, 2.2 kg duster, and 4 kg parka, making it convenient for caravanning.

Stats table

Feature Toggle
QualityRitual Quality Check Off.png
  • Tribalwear Tribalwear Sharp Blunt Heat HP Insulation
    - Cold
    Insulation
    - Heat
    Market Value
    Quality
    Material
    Normal Alpaca wool Alpaca wool 7.2% 0% 22% 100 -16.5 °C (-29.7 °F) +8.8 °C (15.8 °F) 235 Silver
    Normal Bearskin Bearskin 22.4% 4.8% 30% 130 -11 °C (-19.8 °F) +11 °C (19.8 °F) 210 Silver
    Normal Birdskin Birdskin 13.4% 2.8% 30% 100 -5.5 °C (-9.9 °F) +5.5 °C (9.9 °F) 115 Silver
    Normal Bison wool Bison wool 7.2% 0% 22% 100 -14.3 °C (-25.7 °F) +6.6 °C (11.9 °F) 169 Silver
    Normal Bluefur Bluefur 16.2% 4.8% 30% 130 -11 °C (-19.8 °F) +8.8 °C (15.8 °F) 145 Silver
    Normal Camelhide Camelhide 16.2% 4.8% 30% 130 -8.8 °C (-15.8 °F) +13.2 °C (23.8 °F) 145 Silver
    Normal Chinchilla fur Chinchilla fur 13.4% 2.8% 30% 100 -16.5 °C (-29.7 °F) +8.8 °C (15.8 °F) 395 Silver
    Normal Cloth Cloth 7.2% 0% 3.6% 100 -9.9 °C (-17.8 °F) +9.9 °C (17.8 °F) 97 Silver
    Normal Devilstrand Devilstrand 28% 7.2% 60% 130 -11 °C (-19.8 °F) +13.2 °C (23.8 °F) 335 Silver
    Normal Dog leather Dog leather 16.2% 4.8% 30% 130 -7.7 °C (-13.9 °F) +8.8 °C (15.8 °F) 127 Silver
    Normal Dread leather Dread leather Content added by the Anomaly DLC 25.4% 4.8% 30% 130 -11 °C (-19.8 °F) +6.6 °C (11.9 °F) 215 Silver
    Normal Elephant leather Elephant leather 22.4% 4.8% 30% 150 -7.7 °C (-13.9 °F) +6.6 °C (11.9 °F) 152 Silver
    Normal Foxfur Foxfur 16.2% 4.2% 30% 100 -11 °C (-19.8 °F) +8.8 °C (15.8 °F) 215 Silver
    Normal Guinea pig fur Guinea pig fur 13.4% 2.8% 30% 60 -20.9 °C (-37.6 °F) +9.9 °C (17.8 °F) 305 Silver
    Normal Heavy fur Heavy fur 24.8% 4.8% 30% 150 -16.5 °C (-29.7 °F) +7.7 °C (13.9 °F) 205 Silver
    Normal Human leather Human leather 12.8% 4.8% 30% 130 -6.6 °C (-11.9 °F) +6.6 °C (11.9 °F) 260 Silver
    Normal Hyperweave Hyperweave 40% 10.8% 57.6% 240 -14.3 °C (-25.7 °F) +14.3 °C (25.7 °F) 545 Silver
    Normal Lightleather Lightleather 10.8% 2.8% 30% 100 -6.6 °C (-11.9 °F) +6.6 °C (11.9 °F) 121 Silver
    Normal Lizardskin Lizardskin 16.2% 5.4% 30% 100 -6.6 °C (-11.9 °F) +6.6 °C (11.9 °F) 133 Silver
    Normal Megasloth wool Megasloth wool 16% 0% 22% 100 -18.7 °C (-33.7 °F) +6.6 °C (11.9 °F) 169 Silver
    Normal Muffalo wool Muffalo wool 7.2% 0% 22% 100 -15.4 °C (-27.7 °F) +6.6 °C (11.9 °F) 169 Silver
    Normal Panthera fur Panthera fur 18.6% 4.8% 30% 130 -8.8 °C (-15.8 °F) +13.2 °C (23.8 °F) 187 Silver
    Normal Patchleather Patchleather 9% 3.8% 18% 100 -4.95 °C (-8.9 °F) +4.95 °C (8.9 °F) 97 Silver
    Normal Pigskin Pigskin 12.8% 4.8% 30% 130 -6.6 °C (-11.9 °F) +6.6 °C (11.9 °F) 121 Silver
    Normal Plainleather Plainleather 16.2% 4.8% 30% 130 -8.8 °C (-15.8 °F) +8.8 °C (15.8 °F) 133 Silver
    Normal Rhinoceros leather Rhinoceros leather 25.8% 4.8% 30% 150 -7.7 °C (-13.9 °F) +7.7 °C (13.9 °F) 260 Silver
    Normal Sheep wool Sheep wool 7.2% 0% 22% 100 -14.3 °C (-25.7 °F) +5.5 °C (9.9 °F) 169 Silver
    Normal Synthread Synthread 18.8% 5.2% 18% 130 -12.1 °C (-21.8 °F) +12.1 °C (21.8 °F) 245 Silver
    Normal Thrumbofur Thrumbofur 41.6% 7.2% 30% 200 -18.7 °C (-33.7 °F) +12.1 °C (21.8 °F) 845 Silver
    Normal Wolfskin Wolfskin 20.4% 4.8% 30% 130 -13.2 °C (-23.8 °F) +8.8 °C (15.8 °F) 187 Silver

    For the full effects of qualities, see Quality.

  • Version history[edit]

    • Alpha 7: -10% work speed, -10% move speed penalties added.
    • ???: -10% work speed, -10% move speed penalties removed.
    • Beta 19/1.0: colonists can now wear armor vests with tribalwear.