Clothing
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Clothes are worn gear to cover nudity for those who feel shame, as well as protection from weather and climate. Tribalwear can be crafted at a crafting spot and every other piece at the tailor's workbench. These items can be assigned and managed on the Outfits screen from the Assign screen which provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs. Armor, is another kind of item that offers protection from harm. Clothing can be sold to traders at 70% market price.
If you don't have warm clothing for every colonist an alert letter will show up "Need warm clothes". Non-nudists that don't have sufficient coverage will result in an alert letter saying "Unhappy Nudity". Items left exposed with no roof will slowly deteriorate until they disintegrate without a trace. Once a piece reaches zero percent, it will wear away to nothing.
Damaged apparel
Clothing suffers wear and tear when worn causing it to lose hit points over time. Apparel becomes damaged when the wearer is injured from violence, and takes the damage it absorbs as armor.
A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.
HP | Thought | Debuff |
---|---|---|
20% - 50% | "Wearing worn-out apparel" | -3 |
below 20% | "Wearing tattered apparel" | -5 |
Nudity
Colonists whose legs are not covered by clothing will be considered naked and will receive the appropriate mood penalties. Colonists not happy about nudity will cause an alert to trigger prompting the player to seek suitable clothing.
Clothing Values
Clothing can provide all kinds of armor. While not nearly as effective as proper armor in this regard, clothing can offer a modicum of protection for all body parts, without affecting movement or workspeed and often while adding to armor worn above/below. However some of them can work like a light form of armor, including penalties usually associated with armor.
Clothes can also provide Heat Resistance and Cold Resistance, which is something armor does not generally provide in relevant amounts.
The formula of every value before remaining Hitpoints are considered is (Material Value * Item Multiplier) * Quality Multiplier. That measn the item can drastically affect wich material is worthwhile.
A number of Items have Positive Social Impact. These are static bonuses, irrespective of Material and Quality.
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 a suiteable baseline material to compare everything else against. It can also be easily farmed from Plants, making it possibly 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.
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 very low Flamability.
Wools
Wool 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.
Protection
Sharp Armor
Every material offers some Sharp Resistance, but the values varry drastically from <20% to >200%. See Armor on picking the right amounts.
Blunt Armor
Blunt armor is both a lot rarer and a lot lower then Sharp Armor. Most materials offer only 1/4 of their sharp protection in blunt armor, with most materials under 100% Sharp Armor offering straight 0% Blunt.
Heat Armor
Not to be mistaken for Insulation Heat, this provides protection against fire Damage. Including natural fires, Molotov Cocktails and Flamethrowers.
Insulation Cold
All clothing and material has some level of Cold Resistance. In Biomes with plantgrowth, dedicated cold protection material or even gear will be only rarely needed. However extreme cases (cold snap or poor qualtiy leather) can change this.
Insulation Heat
Not overheating is a lot more tricky than staying Warm, as there are often a lot more heat sources than cold ones and clothing in providing it. Usually gears cold Insulation percentage is less then half that of cold resistance. Some gear dedicated to cold resistance might even offer a multiplier of 0. But particular Cowboy themed equipment tends to be the opposite, offering 5 times as much Heat as cold Insulation
Tainted Apparel
Clothing stripped from corpses is considered tainted apparel and is noted with a D. Tainted apparel status applies a 10% multiplier to its market value, greatly reducing its sell value. Colonists wearing dead man's apparel gain a persistent mood debuff as long as they're wearing it.
Number of items | Debuff |
---|---|
1 | -3 |
2 | -5 |
3 | -7 |
4+ | -8 |
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
<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>Boring old pants. Not visible on humans.
T-shirt
<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>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. 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
<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>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
<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>Very slightly better than the duster in sharp protection and a slightly smaller move speed penalty,.
Parka
<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>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. Laugh at the sun while the harmful UV rays harmlessly bounce off your beautiful hat.
Tuque
<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>In the decision between winter survival and style, some lesser souls will ditch their cowboy hat for a tuque.
Bowler hat
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 |
Quality Effects
Quality | Armor Factor |
Insulation Factor |
---|---|---|
Awful | 0.4 | 0.7 |
Shoddy | 0.7 | 0.8 |
Poor | 0.85 | 0.9 |
Normal | 1 | 1.0 |
Good | 1.1 | 1.05 |
Superior | 1.3 | 1.1 |
Excellent | 1.5 | 1.15 |
Masterwork | 1.7 | 1.2 |
Legendary | 2.1 | 1.25 |
*not confirmed |
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 | Max Temp |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Cloth | ×1.5 | 100% | - | - | - | - | - | - | - | - | - | ??? |
Synthread | ×11.0 | 100% | +3% | +3% | +3% | +3% | - | ×1.65 | ×4.0 | ×4.0 | - | ??? |
Devilstrand | ×12.0 | 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, raccoon) | ×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 (Timber wolfskin) | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | - | ??? |
Leather (Cowskin) | ×1.1 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×2.9 | ×4.0 | ×0.8 | ??? |
Leather (Cat, Boomalope, Panther) | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×0.9 | ×0.9 |
Cassowary leather | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×0.9 | ??? |
Capybaraskin | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×0.75 | ×0.75 |
Alpacahide | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×1.1 | ×1.1 |
Beaverskin | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×0.8 | ×0.8 |
Monkeyhide | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×0.75 | ×0.75 |
Tortoise leather | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×0.5 | ×0.5 |
Human leather | ×3.0 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×2.0 | ??? |
Pigskin | ×1.5 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×4.0 | ×4.0 | ×2.0 | ??? |
Rhinohide | ×1.5 | 100% | - | - | - | - | ×2.0 | ×2.5 | ×1.7 | ×4.0 | ×2.0 | ??? |
to Leather
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%