Duster

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Duster

Duster

A long duster coat for blocking the sun and grit of the desert.

Base Stats

Type
GearClothing
Tech Level
Medieval
Mass
2.2 kg
HP
200

Apparel

Insulation Factor - Cold
0.6×
Insulation Factor - Heat
0.85×
Armor Factor - Sharp
0.3
Armor Factor - Blunt
0.3
Armor Factor - Heat
0.3
Clothing For Nudity
True
Coverage
Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
Layer
Outer
Lifestage
Adult

Creation

Crafted At
Hand tailor bench / Electric tailor bench
Required Research
Complex clothing
Work To Make
10,000 ticks (2.78 mins)
Work Speed Stat
General Labor Speed
Stuff Tags
Leathery, Fabric
Resources to make
Stuff 80
Technical


Dusters are an item of apparel that provides good heat insulation and protection.

Acquisition[edit]

Dusters can be crafted at a hand tailor bench or electric tailor bench once the Complex clothing research project has been completed. Each requires Stuff 80 Stuff (Leathery/Fabric) and 10,000 ticks (2.78 mins) of work modified by the general labor speed of the crafter and the work to make factor of the material.

Dusters can be purchased from traders or stripped from Outlanders and Pirates.

Summary[edit]

A duster has a slave suppression offset of −5%. When worn by a slave,Content added by the Ideology DLC this acts as an offset to the rate at which the slave loses suppression.Content added by the Ideology DLC Note that by default, slaves lose between −5% and −20% suppression per day depending on their current level of suppression. This loss rate stacks additively with all sources of slave suppression offset, with a minimum of 0% loss per day.

Analysis[edit]

As parkas are necessary to survive in very cold biomes, dusters are necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding 60 °C (140 °F) at the peak of summer. When made of tough materials, a duster provides reasonable sharp damage protection, and can be paired with a flak vest for an early and mid game armor set.

Dusters are usually seen as preferable to jackets, since dusters provide identical armor bonuses, also cover the legs, and have slightly higher hit points (200 vs. 160). Insulation wise, dusters offer significantly better insulation from heat (85% vs. 30%) but worse insulation from cold (60% vs. 80%) and require slightly more resources to craft.

In cold biomes, parkas may be preferable to dusters. While parkas offer less armor than a duster (20% vs. 30%) and don't cover the legs, they are significantly better at insulating from cold (200% vs. 60%)

Trade[edit]

Dusters are the most efficient apparel for profit per unit textile, i.e Value / Material, in the core game. If the Royalty DLC is enabled, this role is instead taken by formal vests and corsets.Content added by the Royalty DLC This is because dusters require the most work time per material. Because an apparel's Market Value is determined by (Work Time * Material Value), you'll get the most value for 1 unit of material by creating dusters / noble apparel. This also means that they have the highest Crafting XP per material.

In other words, dusters are the best when you are limited by your supply of textiles, and when crafter time is in surplus. Note that other considerations can exist.

  • If no good crafters are available, but great constructors are, then armchairs are an alternative for Value / Material. However, selling any building incurs a x0.7 Sell Price Multiplier, which makes armchairs inferior for equal skill.
  • If Value / Crafter Time is more important, then you should make tribalwear and top hats instead.
For example, you could create 8 good tribalwears or 6 good dusters for Stuff 480 textiles. The tribalwears would take 14,400 ticks (4 mins) and the duster would take 60,000 ticks (16.67 mins). However, quality applies a flat multiplier, regardless of the work to make. Good quality gives a price multiplier of x1.25, so making tribalwear means you'd get the x1.25 multiplier in less time. Therefore, if materials are not an issue, but crafter time is, then you should make tribalwear (or top hats) instead. If crafter time is infinite, then make formal vests / corsets instead.

Lower-value materials are profitable at lower skill levels. For example, cloth dusters require only a crafting skill of 2 with an average market value modifier of 77% to average a value higher than the 120 Silver of selling the cloth itself, while the most expensive textile, thrumbofur, requires a skill level of 6 to do the same. Thus, a skill level of 6 is sufficient to average profitability for dusters for all available materials.

Stats table

Feature Toggle
QualityRitual Quality Check Off.png
  • Duster Duster Sharp Blunt Heat HP Insulation
    - Cold
    Insulation
    - Heat
    Market Value
    Quality
    Material
    Normal Alpaca wool Alpaca wool 10.8% 0% 33% 200 -18 °C (-32.4 °F) +13.6 °C (24.5 °F) 340 Silver
    Normal Bearskin Bearskin 33.6% 7.2% 45% 260 -12 °C (-21.6 °F) +17 °C (30.6 °F) 310 Silver
    Normal Birdskin Birdskin 20.1% 4.2% 45% 200 -6 °C (-10.8 °F) +8.5 °C (15.3 °F) 180 Silver
    Normal Bison wool Bison wool 10.8% 0% 33% 200 -15.6 °C (-28.1 °F) +10.2 °C (18.4 °F) 250 Silver
    Normal Bluefur Bluefur 24.3% 7.2% 45% 260 -12 °C (-21.6 °F) +13.6 °C (24.5 °F) 220 Silver
    Normal Camelhide Camelhide 24.3% 7.2% 45% 260 -9.6 °C (-17.3 °F) +20.4 °C (36.7 °F) 220 Silver
    Normal Chinchilla fur Chinchilla fur 20.1% 4.2% 45% 200 -18 °C (-32.4 °F) +13.6 °C (24.5 °F) 555 Silver
    Normal Cloth Cloth 10.8% 0% 5.4% 200 -10.8 °C (-19.4 °F) +15.3 °C (27.5 °F) 156 Silver
    Normal Devilstrand Devilstrand 42% 10.8% 90% 260 -12 °C (-21.6 °F) +20.4 °C (36.7 °F) 475 Silver
    Normal Dog leather Dog leather 24.3% 7.2% 45% 260 -8.4 °C (-15.1 °F) +13.6 °C (24.5 °F) 196 Silver
    Normal Dread leather Dread leather Content added by the Anomaly DLC 38.1% 7.2% 45% 260 -12 °C (-21.6 °F) +10.2 °C (18.4 °F) 315 Silver
    Normal Elephant leather Elephant leather 33.6% 7.2% 45% 300 -8.4 °C (-15.1 °F) +10.2 °C (18.4 °F) 230 Silver
    Normal Foxfur Foxfur 24.3% 6.3% 45% 200 -12 °C (-21.6 °F) +13.6 °C (24.5 °F) 315 Silver
    Normal Guinea pig fur Guinea pig fur 20.1% 4.2% 45% 120 -22.8 °C (-41 °F) +15.3 °C (27.5 °F) 435 Silver
    Normal Heavy fur Heavy fur 37.2% 7.2% 45% 300 -18 °C (-32.4 °F) +11.9 °C (21.4 °F) 300 Silver
    Normal Human leather Human leather 19.2% 7.2% 45% 260 -7.2 °C (-13 °F) +10.2 °C (18.4 °F) 370 Silver
    Normal Hyperweave Hyperweave 60% 16.2% 86.4% 480 -15.6 °C (-28.1 °F) +22.1 °C (39.8 °F) 755 Silver
    Normal Lightleather Lightleather 16.2% 4.2% 45% 200 -7.2 °C (-13 °F) +10.2 °C (18.4 °F) 188 Silver
    Normal Lizardskin Lizardskin 24.3% 8.1% 45% 200 -7.2 °C (-13 °F) +10.2 °C (18.4 °F) 205 Silver
    Normal Megasloth wool Megasloth wool 24% 0% 33% 200 -20.4 °C (-36.7 °F) +10.2 °C (18.4 °F) 250 Silver
    Normal Muffalo wool Muffalo wool 10.8% 0% 33% 200 -16.8 °C (-30.2 °F) +10.2 °C (18.4 °F) 250 Silver
    Normal Panthera fur Panthera fur 27.9% 7.2% 45% 260 -9.6 °C (-17.3 °F) +20.4 °C (36.7 °F) 275 Silver
    Normal Patchleather Patchleather 13.5% 5.7% 27% 200 -5.4 °C (-9.7 °F) +7.65 °C (13.8 °F) 156 Silver
    Normal Pigskin Pigskin 19.2% 7.2% 45% 260 -7.2 °C (-13 °F) +10.2 °C (18.4 °F) 188 Silver
    Normal Plainleather Plainleather 24.3% 7.2% 45% 260 -9.6 °C (-17.3 °F) +13.6 °C (24.5 °F) 205 Silver
    Normal Rhinoceros leather Rhinoceros leather 38.7% 7.2% 45% 300 -8.4 °C (-15.1 °F) +11.9 °C (21.4 °F) 370 Silver
    Normal Sheep wool Sheep wool 10.8% 0% 33% 200 -15.6 °C (-28.1 °F) +8.5 °C (15.3 °F) 250 Silver
    Normal Synthread Synthread 28.2% 7.8% 27% 260 -13.2 °C (-23.8 °F) +18.7 °C (33.7 °F) 355 Silver
    Normal Thrumbofur Thrumbofur 62.4% 10.8% 45% 400 -20.4 °C (-36.7 °F) +18.7 °C (33.7 °F) 1155 Silver
    Normal Wolfskin Wolfskin 30.6% 7.2% 45% 260 -14.4 °C (-25.9 °F) +13.6 °C (24.5 °F) 275 Silver

    For the full effects of qualities, see Quality.

  • Styles[edit]

    Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.

    Version history[edit]