Cloth

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Cloth

Cloth

Cloth woven from organic fibers.

Base Stats

Type
TextileFabric
Stuff Categories
Fabric
Market Value
1.5 Silver
Stack Limit
75
Mass
0.026 kg
Beauty
-4
HP
100
Deterioration Rate
4.0
Flammability
120%
Rotatable
False
Path Cost
14 (48%)

Stat Modifiers

Beauty Factor
×1
Work To Make Factor
×1
Work To Build Factor
×1
Max Hit Points
×1
Flammability
×1.2
Armor - Sharp
×0.36
Armor - Blunt
×0
Armor - Heat
×0.18
Insulation - Cold
+18 °C (32.4 °F)
Insulation - Heat
+18 °C (32.4 °F)
Technical
defName
Cloth
Color
(162,157,152)


Cloth is a basic plant-based fabric that can be grown by planting the cotton plant. It can be used to create clothing and a few specialty items like carpets. It is 20% more flammable than most other textiles.

Acquisition[edit]

Cloth is primarily obtained by growing the cotton plants in a growing zone. Each mature plant yields Cloth 10 light gray cloth, depending on the harvester's Plant Harvest Yield stat and the storyteller's Harvest Yield setting, which varies by difficulty.

Alternatively, it can also be acquired through trading or the cargo pods event. Note that colored cloth can only be bought, not grown, crafted, or dyed.

Usage[edit]

Cloth can be used as a material for stuffable items with the Fabric stuff tag.

Cloth can be used in the following recipes:

Feature Toggle
CollapseRitual Quality Check On.pngRitual Quality Check Off.png
StuffablesRitual Quality Check Off.pngRitual Quality Check On.png
  • Product Ingredients Type
    Animal bed Animal bed Stuff 40 (Fabric/Leathery) Building - Furniture
    Armchair Armchair Stuff 110 (Fabric/Leathery) Building - Furniture
    Bedroll Bedroll Stuff 40 (Fabric/Leathery) Building - Furniture
    Couch Couch Stuff 200 (Fabric/Leathery) Building - Furniture
    Double bedroll Double bedroll Stuff 85 (Fabric/Leathery) Building - Furniture
    Billiards table Billiards table Stuff 80 (Metallic/Woody/Stony, 800 for SVMs) + Cloth 80 + Wood 30 Building - Recreation
    Poker table Poker table Stuff 50 (Metallic/Woody/Stony, 500 for SVMs) + Cloth 50 + Wood 25 Building - Recreation
    Sandbags Sandbags Stuff 5 (Fabric/Leathery) Building - Security
    Animal flap Animal flap Stuff 25 (Fabric/Leathery) Building - Structure
    Molotov cocktails Molotov cocktails Cloth 25 + Chemfuel 80 Equipment - Weapons
    Carpet Carpet Cloth 7 Floor
    Flak jacket Flak jacket Steel 70 + Cloth 50 + Component 1 Gear - Armor
    Flak pants Flak pants Steel 60 + Cloth 30 + Component 1 Gear - Armor
    Flak vest Flak vest Steel 60 + Cloth 30 + Component 1 Gear - Armor
    Bowler hat Bowler hat Stuff 20 (Leathery/Fabric) Gear - Clothing
    Button-down shirt Button-down shirt Stuff 45 (Leathery/Fabric) Gear - Clothing
    Cowboy hat Cowboy hat Stuff 25 (Leathery/Fabric) Gear - Clothing
    Duster Duster Stuff 80 (Leathery/Fabric) Gear - Clothing
    Face mask Face mask Stuff 10 (Fabric) Gear - Clothing
    Hood Hood Stuff 50 (Fabric/Leathery) Gear - Clothing
    Jacket Jacket Stuff 70 (Leathery/Fabric) Gear - Clothing
    Pants Pants Stuff 40 (Leathery/Fabric) Gear - Clothing
    Parka Parka Stuff 80 (Leathery/Fabric) Gear - Clothing
    Robe Robe Stuff 80 (Fabric/Leathery) Gear - Clothing
    T-shirt T-shirt Stuff 40 (Leathery/Fabric) Gear - Clothing
    Tribal headdress Tribal headdress Stuff 50 (Fabric) Gear - Clothing
    Tribalwear Tribalwear Stuff 60 (Leathery/Fabric) Gear - Clothing
    Tuque Tuque Stuff 20 (Fabric) Gear - Clothing
    Veil Veil Stuff 20 (Fabric) Gear - Clothing
    Medicine Medicine Cloth 3 + Herbal medicine 1 + Neutroamine 1 Medical Items - Medicine
    Ceremonial hood Ceremonial hoodContent added by the Anomaly DLC Stuff 20 (Fabric) + Bioferrite 10 Gear - Clothing
    Lab coat Lab coatContent added by the Anomaly DLC Stuff 70 (Leathery/Fabric) Gear - Clothing
    Cape CapeContent added by the Royalty DLCContent added by the Biotech DLC Stuff 80 (Leathery/Fabric) Gear - Clothing
    Heavy bandolier Heavy bandolierContent added by the Biotech DLC Stuff 75 (Fabric/Leathery) Gear - Clothing
    Kid pants Kid pantsContent added by the Biotech DLC Stuff 20 (Leathery/Fabric) Gear - Clothing
    Kid parka Kid parkaContent added by the Biotech DLC Stuff 40 (Leathery/Fabric) Gear - Clothing
    Kid romper Kid romperContent added by the Biotech DLC Stuff 30 (Fabric/Leathery) Gear - Clothing
    Kid shirt Kid shirtContent added by the Biotech DLC Stuff 20 (Fabric/Leathery) Gear - Clothing
    Kid tribalwear Kid tribalwearContent added by the Biotech DLC Stuff 30 (Leathery/Fabric) Gear - Clothing
    Sash SashContent added by the Biotech DLC Stuff 25 (Fabric/Leathery) Gear - Clothing
    Rustic rug (broad) Rustic rug (broad)Content added by the Ideology DLC Cloth 150 Building - Floor
    Rustic rug (medium) Rustic rug (medium)Content added by the Ideology DLC Cloth 100 Building - Floor
    Drum DrumContent added by the Ideology DLC Stuff 30 (Leathery/Fabric) + Wood 50 Building - Ideology (Buildings)
    Kneel pillow Kneel pillowContent added by the Ideology DLC Stuff 25 (Fabric/Leathery) Building - Ideology (Buildings)
    Kneel sheet Kneel sheetContent added by the Ideology DLC Stuff 80 (Fabric/Leathery) Building - Ideology (Buildings)
    Sacrificial flag Sacrificial flagContent added by the Ideology DLC Cloth 40 + Wood 40 Building - Ideology (Buildings)
    Hex carpet Hex carpetContent added by the Ideology DLC Cloth 35 Floor
    Mindbend carpet Mindbend carpetContent added by the Ideology DLC Cloth 35 Floor
    Morbid carpet Morbid carpetContent added by the Ideology DLC Cloth 35 Floor
    Authority cap Authority capContent added by the Ideology DLC Stuff 25 (Fabric/Leathery) Gear - Clothing
    Blindfold BlindfoldContent added by the Ideology DLC Stuff 20 (Fabric) Gear - Clothing
    Broadwrap BroadwrapContent added by the Ideology DLC Stuff 30 (Fabric) Gear - Clothing
    Burka BurkaContent added by the Ideology DLC Stuff 60 (Fabric) Gear - Clothing
    Flophat FlophatContent added by the Ideology DLC Stuff 20 (Fabric) Gear - Clothing
    Headwrap HeadwrapContent added by the Ideology DLC Stuff 20 (Fabric) Gear - Clothing
    Shadecone ShadeconeContent added by the Ideology DLC Stuff 25 (Fabric/Leathery) Gear - Clothing
    Slave body strap Slave body strapContent added by the Ideology DLC Stuff 70 (Fabric/Leathery) Gear - Clothing
    Drape DrapeContent added by the Royalty DLC Stuff 150 (Fabric/Leathery) + Wood 50 Building - Furniture
    Fine carpet Fine carpetContent added by the Royalty DLC Cloth 35 Floor
    Beret BeretContent added by the Royalty DLC Stuff 35 (Leathery/Fabric) Gear - Clothing
    Corset CorsetContent added by the Royalty DLC Stuff 45 (Leathery/Fabric) Gear - Clothing
    Formal shirt Formal shirtContent added by the Royalty DLC Stuff 65 (Leathery/Fabric) Gear - Clothing
    Formal vest Formal vestContent added by the Royalty DLC Stuff 45 (Leathery/Fabric) Gear - Clothing
    Ladies hat Ladies hatContent added by the Royalty DLC Stuff 50 (Leathery/Fabric) Gear - Clothing
    Prestige robe Prestige robeContent added by the Royalty DLC Stuff 100 (Leathery/Fabric) Gear - Clothing
    Top hat Top hatContent added by the Royalty DLC Stuff 50 (Leathery/Fabric) Gear - Clothing
  • Color[edit]

    While players can only grow cotton to harvest light grey cloth, bulk goods traders or faction bases offer coloured cloth for sale. Using different colors of cloth changes the color of some[Which?] item(s) crafted with it. E.g. flak vests will be the same color as the cloth used to make it.

    Analysis[edit]

    Any analysis for cloth needs to be broken down into two main sections; using it as a material for stuffable items and using it for the items it is required for.

    As stuff[edit]

    Cloth is the worst protective textile in the game, with the weakest sharp and heat armor of all textiles, and zero blunt protection (a trait shared with wools). Cloth is alright against temperature, being 9th place against heat, and 17th against cold.

    Cloth's main redeeming quality is that it comes from a plant, so it doesn't rely on animals or traders. In a temperate or tropical biome, colonies can easily farm cotton on a large scale, useful for the early and mid-game. Any clothing at all may be used to prevent negative moodlets for tattered or nonexistent clothes, and cloth at least gives decent temperature regulation. As furniture, cloth provides no beauty value, but its ease of production make it useful for bulk projects. Just watch out for fire, as cloth is a very flammable substance.

    Unique recipes[edit]

    Cloth also has another purpose: it is required to create items like medicine, carpets, flak vests, and poker tables. No other textile may be used to create such items.

    This means that despite its poor utility as stuff, very few colonies will forgo using cloth entirely. Even in colonies where grow space is limited, a small growing zone or a few hydroponics basins dedicated to its production allows a colony to transition to key mid and late game technologies. For colonies engaging significantly with trade, purchasing is also feasible if less reliable.

    Gallery[edit]