Apparel
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Apparel is worn by your colonists to protect them from the elements, or protect them from harm. There's two main types of apparel: clothing and armor.
See a pawn's Gear tab to see what apparel they are wearing.
Clothing vs Armor
Both clothing and armor use the same basic Principles. They can be mixed and matched, as far as Clothing Layers allow.
Clothing tends to be made from lighter materials (fabrics and leathers). It tends to offer better protection from the Enviroment then Violence. However with the right materials, clothing might be a worthwhile "light" armor.
Armor tends to be made from solid materials (usually metal). Armor also tends to give penalties to movement and similar stats. They also offer less environmental protection then clothing. So being well protected from violence is not without tradeoffs.
Protection
Protection deals with mitigating damage to body parts. It can range anywhere from 0 to 100%. Materials tend to have higher values (up to 200%), however those values are drastically cut by the "material Effect" modifier if the piece of clothing that is made from the material.
After the game has determined which body part was hit by an attack, the following math is applied:
- the Protection values for all worn items in that region are summed up
- the penetration value of the weapon is subtracted, to get the modified Protection
- A percentile roll is made against the modified armor:
- If the roll is higher, the full damage is applied to the body part
- If the roll is smaller or equal - but not half or less - half damage is dealt. If it is a piercing attack, it also has the damage reduced to a bruise.
- If the roll is half or less, no damage is done
That means a Protection of 200% after penetration would result in de-facto damage immunity, not factoring in armor penetration.
It is unclear how apparel loses hitpoints when blocking, partially blocking or not blocking damage.
Sharp Protection
Protection against Claws, Swords, Spears and Bullets. These attacks will cause cuts, which in turn are prone to cause bleeding. Even the lightest clothing material seems to offer some of this.
Blunt Protection
Protection against most blunt attacks. In addition to obvious cases like Clubs, this includes headbutts and strikes with weapon melee.
This value is very rare on Clothing Materials and even if it exists, it is usually less then 1/4 of the sharp protection.
Heat Protection
Not to be mistaken for Heat Insulation, this works against fire damage. That includes both natural fires and fire weapons.
Insulation
This is protection agaisnt freezing and overheating. Every pawn and every Animal has a natural range of "acceptable temperatures". Humans have a comparatively small range here. This value will add directly to the heat and cold tollerancy, making it possible to work in climates that any naked human would die in.
Generally items can be classified as "keeping warm" (massive Cold, little or no Heat Insulation), "normal" (wich means heat Insulation is less then half cold) or "keeping cool" (several times the cold insulation in Heat), with Material Modifiers to match. Materials tend to have the same base values in both Insulations, however there are exceptions to this rule.
Cold Insulation
A rather easy value to come by. No item - not even armors or those focussed on heat insulation - are without this value.
But for extreme temperatures, some wool made clothing can offer very high cold resistance.
Heat Insulation
Compared to Cold Insulation, a very rare value. While most items provide some, it is usually less then half their cold isolation. Only a select few items and materials are suiteable to maximize this value and usually at the cost of violence protection.
Flamability
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependant on the material.
It is unclear if it affects the chance for a Pawn to catch fire while standing in a burning tile.
Damaged apparel
Apparal 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 |
As of 1.9, loosing HP no longer has a impact on protection or insulation values.
Quality Effects
Quality | Armor Factor |
Insulation Factor |
Market Value | Max Market Value Gain | Deterioration Rate | Beauty |
---|---|---|---|---|---|---|
Awful | 0.6 | 0.8 | 0.5 | - | 2 | -0.1 |
Poor | 0.8 | 0.9 | 0.75 | - | 1.5 | 0.5 |
Normal | 1.0 | 1.0 | 1.0 | - | 1 | 1 |
Good | 1.15 | 1.1 | 1.25 | 500 | 0.8 | 2 |
Excellent | 1.3 | 1.2 | 1.5 | 1000 | 0.6 | 3 |
Masterwork | 1.45 | 1.5 | 2.5 | 2000 | 0.3 | 5 |
Legendary | 1.8 | 1.8 | 5 | 3000 | 0.1 | 8 |
Nudity
Colonists whose legs are not covered by apparel 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.
For Nudists the opposite is true - they recieve a mood bonus for wearing no or little clothing, with a slight penalty for wearing a full set.
Special Values
Clothing can have very specific secondary values. The more commone ones are:
- negative movement Speed. This is mostly seen with armor
- Bonus to social skills. This is a extremely common stat for any form of headwear that is not armor
- Pain Treshold. Specific to Tribal clothing, this increases when a charater will collapes from damage
Tainted Apparel
Clothing stripped from corpses is considered tainted apparel and is noted with a T. Colonists wearing tainted apparel gain a persistent mood debuff as long as they're wearing it- colonists with Bloodlust do not seem to mind, however.
Number of items | Debuff |
---|---|
1 | -3 |
2 | -5 |
3 | -7 |
4+ | -8 |
Disposal is usually the only option as traders do not buy them (as of 0.19).
Disposal
Apparel can be destroyed using a crematorium or a campfire. Simply create a "Burn apparel" bill, and be sure to uncheck anything you want to keep.
Materials
A number of Materials is avalible for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insualtion of clothing actually comes from the used material, rather then something unique to the item,.
Armor Materials
These materials are primarily used for armors. It includes any metal and in rare cases even wood or stone might be supported
Name | Stuff Category | Sharp | Blunt | Heat | Cold Insulation | Heat Insulation | Item HP | Market Value | Commonality | Flamability |
---|---|---|---|---|---|---|---|---|---|---|
Silver | Metallic | 72% | 36% | 36% | 3 | 0 | 0.7 | 1 | 100 | 0.4 |
Gold | Metallic | 72% | 36% | 36% | 3 | 0 | 0.6 | 10 | 0.02 | 0.4 |
Steel | Metallic | 90% | 45% | 72% | 3 | 0 | 1 | 1.9 | 1.0 | 0.4 |
Plasteel | Metallic | 126% | 63% | 108% | 3 | 0 | 2.8 | 9 | 0.05 | 0.2 |
Wood | Woody | 54% | 54% | 90% | 8 | 4 | 0.65 | 1.2 | 1 | 1 |
Uranium | Metallic | 108% | 54% | 90% | 3 | 0 | 2.5 | 6 | 0.05 | 0 |
Jade | Stony | 90% | 45% | 54% | 3 | 0 | 0.5 | 5 | 0.05 | 0 |
Clothing Materials
All variants of Fabric and Leathers.
Name | Stuff Category | Sharp | Blunt | Heat | Cold Insulation | Heat Insulation | Item HP Multiplier | Market Value | Commonality | Flammability |
---|---|---|---|---|---|---|---|---|---|---|
LeatherBase | Leathery | 81% | 24% | 150% | 16 | 16 | 1.3 | 2.1 | 0.025 | 1 |
Plain Leather | Leathery | 81% | 24% | 150% | 16 | 16 | 1.3 | 2.1 | 0.020 | 1 |
Dog Leather | Leathery | 81% | 24% | 150% | 14 | 16 | 1.3 | 20 | 0.075 | 1 |
Wolfskin | Leathery | 102% | 24% | 150% | 24 | 16 | 1.3 | 3.0 | 0.075 | 1 |
Panthera Skin | Leathery | 93% | 24% | 150% | 16 | 24 | 1.3 | 3.0 | 0.025 | 1 |
Camelhide | Leathery | 81% | 24% | 150% | 16 | 24 | 1.3 | 2.3 | 0.05 | 1 |
Bluefur | Leathery | 81% | 24% | 150% | 20 | 16 | 1.3 | 2.3 | 0.025 | 1 |
Bearskin | Leathery | 112% | 24% | 150% | 20 | 20 | 1.3 | 3.4 | 0.05 | 1 |
Human Leather | Leathery | 64% | 24% | 150% | 12 | 12 | 1.3 | 4.2 | 0.025 | 1 |
Pigskin | Leathery | 64% | 24% | 150% | 12 | 12 | 1.3 | 1.9 | 0.05 | 1 |
Lightleather | Leathery | 54% | 14% | 150% | 12 | 12 | 1.3 | 1.9 | 0.25 | 1 |
Birdskin | Leathery | 67% | 14% | 150% | 10 | 10 | 1.3 | 1.8 | 0.025 | 1 |
Chinchilla Fur | Leathery | 67% | 14% | 150% | 30 | 16 | 1.3 | 6.5 | 0.025 | 1 |
Foxfur | Leathery | 81% | 21% | 150% | 20 | 16 | 1.3 | 3.5 | 0.075 | 1 |
Lizardskin | Leathery | 81% | 27% | 150% | 12 | 12 | 1.3 | 2.1 | 0.075 | 1 |
Elephant Leather | Leathery | 112% | 24% | 150% | 14 | 12 | 1.3 | 3.0 | 0.025 | 1.5 |
Heavy Fur | Leathery | 124% | 24% | 150% | 30 | 14 | 1.3 | 3.3 | 0.025 | 1.5 |
Rhinoceros Leather | Leathery | 129% | 24% | 150% | 14 | 14 | 1.3 | 4.2 | 0.025 | 1.5 |
Thrumbo Fur | Leathery | 208% | 36% | 150% | 34 | 22 | 1.3 | 14 | 0.0025 | 2.0 |
Patchleather | Leathery | 45% | 19% | 90% | 9 | 9 | 1.3 | 1.5 | 0.075 | 1 |
Cloth | Fabric | 36% | 0% | 18% | 18 | 18 | ? | 1.5 | 1.4 | 1.2 |
Synthread | Fabric | 63% | 0% | 72% | 22 | 22 | 1.3 | 4 | 0.15 | 0.7 |
Devilstrand | Fabric | 140% | 36% | 3 | 20 | 24 | 1.3 | 5.5 | 0.2 | 0.4 |
Hyperweave | Fabric | 200% | 54% | 2.88 | 26 | 26 | 2.4 | 9 | 0.1 | 0.4 |
Woolbase | Fabric | 36% | 0% | 36% | Cold Insulation | Heat Insulation | ? | 2.7 | 0.12 | ? |
Megasloth Wool | Fabric | 36% | 0% | 36% | 30 | 12 | ? | 2.7 | 0.12 | ? |
Muffalo Wool | Fabric | 36% | 0% | 36% | 30 | 12 | ? | 2.7 | 0.12 | ? |
Camelhair | Fabric | 36% | 0% | 36% | 18 | 26 | ? | 2.7 | 0.12 | ? |
Alpaca Wool | Fabric | 36% | 0% | 36% | 28 | 16 | ? | 2.7 | 0.12 | ? |