Editing Textiles

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
<!--Top Nav Box-->
+
{{TOCright}}<includeonly>{{Main Article | Textiles }}</includeonly>
{| align=center
 
| {{Resources_Nav}}
 
|}
 
----
 
<!-- End of Nav -->
 
'''Textiles''' are materials typically used to make [[clothing]].  Textiles are divided into two categories:
 
* '''[[Fabric]]s''': Fibrous material typically harvested from [[plants]], or sheared from tamed [[animals]] (i.e. [[wool]])
 
* '''[[Leathers]]''': A byproduct of [[Butcher table|butchering]] animals
 
  
Both can often be used interchangeably to produce items, though exceptions exist and specific materials differ as to value, beauty, and combat and temperature protection values.  As such, there are some textiles that are best used for different clothing, some for armor, some for hot/cold weather, some for furniture, etc.  See the relevant item's article for details and analysis on material selection.
+
<noinclude>
 +
== Growable Textiles ==
  
== Comparison table ==
+
{{Resource
Below is a list of material effects for fabrics and leathers. When a [[stuff]]able item is created from a textile, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, [[Cloth]] has a ''factor'' of {{Q|Cloth|Armor - Sharp Factor}} and a [[duster]] has base stat of {{Q|Duster|Armor Factor - Sharp}}. Thus, the final "Armor - Sharp" of a Cloth Duster before [[quality]] multipliers is: {{Q|Cloth|Armor - Sharp Factor}} * {{Q|Duster|Armor Factor - Sharp}} or {{#expr: {{Q|Cloth|Armor - Sharp Factor}}*{{Q|Duster|Armor Factor - Sharp}} *100}}%
+
| name        = Cloth
 +
| image      = Cloth.png
 +
| description = Can be grown by planting the cotton plant. Is used for creating clothes at the tailoring bench. Can also be used to make carpet (after being researched).
 +
}}
  
This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see [[Apparel#Insulation|Apparel]]
+
{{Resource
 +
| name        = Devilstrand
 +
| image      = Devilstrand Cloth.png
 +
| description = Devilstrand is grown by being planted in a growing area. It is a genetically engineered mushroom, which produces a high quality silk net. It's name is from the greed it inspires in people. It is a extremely strong fabric. Being generally better than cotton and leather. It takes 49(Gravel) 43(Soil) 37(Rich soil) 28(hydroponics basin) days to grow before being able to be harvested.
 +
}}
  
Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See [[Market Value]] for details.
+
== Imported Textiles ==
  
{{#ask: [[Stuff Category::Fabric||Leathery]]
+
{{Resource
| ?Stuff Category
+
| name        = Synthread
| ?Beauty Factor
+
| image      = Synthread.png
| ?Max Hit Points Factor
+
| description = Space age fabric. Cannot be grown, only aquired by trading. The starting gear on the three base colonists is a Synthread T-Shirt and Pants.
| ?Armor - Sharp Factor
 
| ?Armor - Blunt Factor
 
| ?Armor - Heat Factor
 
| ?Insulation - Cold Factor = Insulation - Cold (&deg;C)
 
| ?Insulation - Heat Factor = Insulation - Heat (&deg;C)
 
| ?Flammability Factor
 
| ?Market Value Base = Market Value
 
| limit = 100
 
| link = subject
 
| mainlabel = Textile
 
| sort = Stuff Category, Name
 
 
}}
 
}}
All textiles have the following modifiers in common:
 
* [[Property:Work To Make|Work To Make Factor]] and [[Property:Work To Build|Work To Build Factor]] of 1.
 
  
{{nav|materials|wide}}
+
{{Resource
[[Category:Material|#Textiles]]
+
| name        = Hyperweave
 +
| image      = Hyperweave.png
 +
| description =
 +
}}
 +
</noinclude>

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)