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− | {{ | + | {{infobox main |
| name = Duster | | name = Duster | ||
− | | image = Duster.png | + | | image = Duster.png|Duster |
− | | description = A long duster coat for blocking the sun and grit of the desert. | + | | description = "A long duster coat for blocking the sun and grit of the desert." |
| type = Gear | | type = Gear | ||
| type2 = Clothing | | type2 = Clothing | ||
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| hp = 200 | | hp = 200 | ||
| production facility 1 = Hand tailor bench | | production facility 1 = Hand tailor bench | ||
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| research = Complex clothing | | research = Complex clothing | ||
| work to make = 10000 | | work to make = 10000 | ||
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| resource 1 = Stuff | | resource 1 = Stuff | ||
| resource 1 amount = 80 | | resource 1 amount = 80 | ||
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| armorbluntfactor = 0.3 | | armorbluntfactor = 0.3 | ||
| armorheatfactor = 0.3 | | armorheatfactor = 0.3 | ||
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| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | | coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg | ||
| layer = Outer | | layer = Outer | ||
| mass base = 2.2 | | mass base = 2.2 | ||
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| thingCategories = Apparel | | thingCategories = Apparel | ||
| tags = IndustrialAdvanced | | tags = IndustrialAdvanced | ||
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| defaultOutfitTags = Worker | | defaultOutfitTags = Worker | ||
}} | }} | ||
− | '''Dusters''' are | + | '''Dusters''' are one of the classic hot-weather garments in rimworlds, often paired with a [[cowboy hat]]. |
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== Acquisition == | == Acquisition == | ||
− | + | As a complicated garment, dusters require [[Research#Complex clothing|Complex Clothing]] to be researched and can only be made at a [[hand tailor bench]] or an [[electric tailor bench]]. A duster requires 80 of any textile and 167 units of work. | |
Dusters can be purchased from traders or stripped from Outlanders and Pirates. | Dusters can be purchased from traders or stripped from Outlanders and Pirates. | ||
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== Analysis == | == Analysis == | ||
− | {{ | + | {{stub|section=1|reason=Needs proper armor comparisons for high quality textiles}} |
As [[parka]]s 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 {{Temperature|60}} 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. | As [[parka]]s 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 {{Temperature|60}} 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 [[jacket]]s, 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. | + | Dusters are usually seen as preferable to [[jacket]]s, since dusters provide identical armor bonuses, also cover the neck and 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, [[parka]]s 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%) | In cold biomes, [[parka]]s 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 === | + | ===Trade=== |
− | + | As of [[Version/1.2.2900|1.2.2900]], [[armchair]]s and dusters are the most efficient method of turning [[textiles]] into products for sale in the core game, assuming equally skilled [[Skills#Crafting|crafters]] and [[Skills#Construction|constructors]] are available. If the [[Royalty DLC]] is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s. This also represents a way to train skills while also profiting from the pawn-hours invested. | |
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− | Lower | + | Note that this is only a general rule - other considerations can exist. If a skilled crafter is unavailable, or a particularly skilled constructor is, armchairs may still be a better option due to the effect of [[Quality]] on [[Market Value]]. Additionally, generally speaking when crafting or constructing a Skill Level 6 or above to guarantee, no matter the material chosen, that selling the product is more profitable than selling the materials. However, the exact skill level each material becomes profitable depends on the Work To Make of the item, the number of materials required, and the market value of the material. Lower value materials are profitable at lower skill levels. For example, [[cloth]] dusters require only a crafting skill of 2 with a average market value modifier of 77% to average a value higher than the 120 {{Icon small|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 profitable for dusters for all available materials. |
− | {{Apparel | + | {{Apparel Material Table}} |
− | == Styles == | + | ==Styles== |
{{Ideology|No category}} | {{Ideology|No category}} | ||
[[Ideoligion]]s 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. | [[Ideoligion]]s 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. | ||
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</gallery> | </gallery> | ||
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[[Category:Clothing]] | [[Category:Clothing]] | ||
+ | {{nav|clothing|wide}} |