Parka

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Parka

Parka

A thick parka for staying warm even in the coldest of temperatures.

Base Stats

Type
GearClothing
Tech Level
Neolithic
Stack Limit
1
Mass
3.8 kg
HP
140

Apparel

Insulation Factor - Cold
2.0×
Insulation Factor - Heat
0.0×
Armor Factor - Sharp
0.2
Armor Factor - Blunt
0.2
Armor Factor - Heat
0.2
Clothing For Nudity
True
Coverage
Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
Layer
Outer
Lifestage
Adult

Creation

Crafted At
Hand tailor bench / Electric tailor bench
Required Research
Complex clothing
Work To Make
8,000 ticks (2.22 mins)
Work Speed Stat
General Labor Speed
Stuff Tags
Leathery, Fabric
Resources to make
Stuff 80
Technical


Parkas are items of apparel that provide exceptional cold insulation.

Acquisition[edit]

Parkas 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 8,000 ticks (2.22 mins) of work modified by the general labor speed of the crafter and the work to make factor of the material.

Parkas can also be purchased from traders, crafted, or stripped from Outlanders, Pirates, or Tribals - this being the only garment that can be found worn by all existing human factions. When starting a tribal faction, there's a chance one of your starting tribespeople will spawn with a cloth parka equipped.

Analysis[edit]

Parkas are the most insulating garment in the game, and the absurdly high amount of cold insulation they offer relative to all other clothing can be vital in cold biomes. This insulation comes at a cost though: less armor than both jackets and dusters (20% vs. 30%), and less coverage of the body than dusters (which cover the legs).

This means that parkas should only be used when the insulation is required. As they can be worn with flak vest, which gives substantial protection to the torso, a parka should be used when it allows a helmet to be used over insulative headwear such as a tuque, but more protective options such as dusters are not not viable. As the protection provided by skin layer clothing is typically minimal, sacrificing armor in favor of insulation at that layer such as switching to tribalwear of an insulative material over button-down shirt and pants of a protective material is worth it if it prevents the need for a parka.

Stats table

Feature Toggle
QualityRitual Quality Check Off.png
  • Parka Parka Sharp Blunt Heat HP Insulation
    - Cold
    Insulation
    - Heat
    Market Value
    Quality
    Material
    Normal Alpaca wool Alpaca wool 7.2% 0% 22% 140 -60 °C (-108 °F) +0 °C (0 °F) 335 Silver
    Normal Bearskin Bearskin 22.4% 4.8% 30% 182 -40 °C (-72 °F) +0 °C (0 °F) 300 Silver
    Normal Birdskin Birdskin 13.4% 2.8% 30% 140 -20 °C (-36 °F) +0 °C (0 °F) 173 Silver
    Normal Bison wool Bison wool 7.2% 0% 22% 140 -52 °C (-93.6 °F) +0 °C (0 °F) 245 Silver
    Normal Bluefur Bluefur 16.2% 4.8% 30% 182 -40 °C (-72 °F) +0 °C (0 °F) 215 Silver
    Normal Camelhide Camelhide 16.2% 4.8% 30% 182 -32 °C (-57.6 °F) +0 °C (0 °F) 215 Silver
    Normal Chinchilla fur Chinchilla fur 13.4% 2.8% 30% 140 -60 °C (-108 °F) +0 °C (0 °F) 550 Silver
    Normal Cloth Cloth 7.2% 0% 3.6% 140 -36 °C (-64.8 °F) +0 °C (0 °F) 149 Silver
    Normal Devilstrand Devilstrand 28% 7.2% 60% 182 -40 °C (-72 °F) +0 °C (0 °F) 470 Silver
    Normal Dog leather Dog leather 16.2% 4.8% 30% 182 -28 °C (-50.4 °F) +0 °C (0 °F) 189 Silver
    Normal Dread leather Dread leather Content added by the Anomaly DLC 25.4% 4.8% 30% 182 -40 °C (-72 °F) +0 °C (0 °F) 310 Silver
    Normal Elephant leather Elephant leather 22.4% 4.8% 30% 210 -28 °C (-50.4 °F) +0 °C (0 °F) 220 Silver
    Normal Foxfur Foxfur 16.2% 4.2% 30% 140 -40 °C (-72 °F) +0 °C (0 °F) 310 Silver
    Normal Guinea pig fur Guinea pig fur 13.4% 2.8% 30% 84 -76 °C (-136.8 °F) +0 °C (0 °F) 430 Silver
    Normal Heavy fur Heavy fur 24.8% 4.8% 30% 210 -60 °C (-108 °F) +0 °C (0 °F) 295 Silver
    Normal Human leather Human leather 12.8% 4.8% 30% 182 -24 °C (-43.2 °F) +0 °C (0 °F) 365 Silver
    Normal Hyperweave Hyperweave 40% 10.8% 57.6% 336 -52 °C (-93.6 °F) +0 °C (0 °F) 750 Silver
    Normal Lightleather Lightleather 10.8% 2.8% 30% 140 -24 °C (-43.2 °F) +0 °C (0 °F) 181 Silver
    Normal Lizardskin Lizardskin 16.2% 5.4% 30% 140 -24 °C (-43.2 °F) +0 °C (0 °F) 197 Silver
    Normal Megasloth wool Megasloth wool 16% 0% 22% 140 -68 °C (-122.4 °F) +0 °C (0 °F) 245 Silver
    Normal Muffalo wool Muffalo wool 7.2% 0% 22% 140 -56 °C (-100.8 °F) +0 °C (0 °F) 245 Silver
    Normal Panthera fur Panthera fur 18.6% 4.8% 30% 182 -32 °C (-57.6 °F) +0 °C (0 °F) 270 Silver
    Normal Patchleather Patchleather 9% 3.8% 18% 140 -18 °C (-32.4 °F) +0 °C (0 °F) 149 Silver
    Normal Pigskin Pigskin 12.8% 4.8% 30% 182 -24 °C (-43.2 °F) +0 °C (0 °F) 181 Silver
    Normal Plainleather Plainleather 16.2% 4.8% 30% 182 -32 °C (-57.6 °F) +0 °C (0 °F) 197 Silver
    Normal Rhinoceros leather Rhinoceros leather 25.8% 4.8% 30% 210 -28 °C (-50.4 °F) +0 °C (0 °F) 365 Silver
    Normal Sheep wool Sheep wool 7.2% 0% 22% 140 -52 °C (-93.6 °F) +0 °C (0 °F) 245 Silver
    Normal Synthread Synthread 18.8% 5.2% 18% 182 -44 °C (-79.2 °F) +0 °C (0 °F) 350 Silver
    Normal Thrumbofur Thrumbofur 41.6% 7.2% 30% 280 -68 °C (-122.4 °F) +0 °C (0 °F) 1150 Silver
    Normal Wolfskin Wolfskin 20.4% 4.8% 30% 182 -48 °C (-86.4 °F) +0 °C (0 °F) 270 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]