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{{imagemargin|[[File:apparel_preview.png|140px|right]]|40px}}'''Apparel''' is worn by your colonists to protect them from extreme temperatures or from [[Damage|damage]] in combat.
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{{TOCright}}
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'''Apparel''' is worn by your colonists to protect them from extreme temperatures or from [[Damage|damage]] in combat.
 
See a pawn's Gear tab to see what apparel they are wearing.
 
See a pawn's Gear tab to see what apparel they are wearing.
{{TOCright}}
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[[File:Apparel examples.png|frame|none|Examples of different apparel, including both [[clothing]] and [[armor]]]]
  
== Clothing vs Armor ==
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==Clothing vs Armor==
There are two main types of apparel, [[clothing]] and [[armor]]. Both clothing and armor use the same basic mechanics and the distinction is largely arbitrary beyond its use in sorting items. They can be mixed and matched, as far as [[Apparel layers]] allow.
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There are two main types of apparel, [[clothing]] and [[armor]]. Both clothing and armor use the same basic mechanics and the distinction is largely arbitrary beyond its use in sorting items. They can be mixed and matched, as far as [[Clothing Layers]] allow.
  
 
Clothing usually:
 
Clothing usually:
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* offers good protection from damage;
 
* offers good protection from damage;
 
* gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor).
 
* gives penalties to movement speed (from wearing the armor) and to carrying capacity (from the weight of the armor).
[[File:Apparel examples.png|350px|thumb|center|Examples of different apparel, including both [[clothing]] and [[armor]]]]<!-- This image relates to this intro section; any larger and this image will block text until below TOC -->
 
  
== Layers and coverage ==
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==Layers and coverage==
{{:Apparel layers}}
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{{stub|section=1}}
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{{See also|Clothing Layers|Table of Human Body Parts}}
 +
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.
  
 
== Protection ==
 
== Protection ==
Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a [[Melee]] strike. This will be represented by a "tink" sound and a spark particle effect. They may also receive a mitigated blow, for only half of the damage.
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Colonists wearing protective apparel have a chance of outright avoiding all damage from an attack, as the item can sometimes utterly deflect a bullet or a melee strike. This will be represented by a "tink" sound and a spark. They may also receive a mitigated blow, for only half of the damage.
  
 
There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%.
 
There are several types of armor ratings. They are expressed as percentages. The maximum armor rating per type is 200%.
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|- style="text-align:left;"
 
|- style="text-align:left;"
 
! [[Injury#Sharp|Sharp]]
 
! [[Injury#Sharp|Sharp]]
| Armor - Sharp || Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause [[Bleeding]]. Even the lightest clothing material seems to offer some protection against sharp damage.
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| Armor - Sharp || Protection against piercing damage like bullets, knife stabs, and animal bites. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause bleeding. Even the lightest clothing material seems to offer some protection against sharp damage.
 
|- style="text-align:left;"
 
|- style="text-align:left;"
 
! [[Injury#Blunt|Blunt]]
 
! [[Injury#Blunt|Blunt]]
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|}
 
|}
 
</li><div>
 
</li><div>
=== Calculation ===
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===Calculation===
Each pawn [[body part]] has its own '''armor rating''', which is affected by every '''layer''' of worn apparel covering that body part.  
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The armor calculation is applied for each item of apparel the pawn is wearing that covers the targeted body part, from the outside in. Thus, if a pawn in only a [[duster]], [[flak vest]] and [[tribalwear]] was struck in the torso, it would:
Incoming attack damage is first applied to the outermost layer of apparel at a body part and proceeds sequentially through all layers of apparel before finally damaging the pawn. Damage passes through a layer completely if no armor is found there. Note that some attacks can damage multiple body parts at once.
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# Calculate the effect of duster first as it is on the outer layer
 +
# If any residual damage remained it would calculate for the effect of the flak vest as it is on the middle layer,
 +
# If any residual damage remained it would calculate for the effect of the tribalwear as it is on the skin layer,
 +
# Finally if any residual damage still remained, it would then be applied to the pawn.  
 +
Meanwhile if struck the arm, then only the calculation would only be performed for the duster, as neither the vest nor tribalwear cover the arm. And if they were struck in the head, then the damage would be directly applied to the pawn as nothing covers that part. Alternatively, if the pawn was wearing a item that occupies multiple layers, such as wearing [[Marine armor]] in place of the duster and flak vest, they are only calculated against on their outer-most layer, leaving the other layer(s) they occupy effectively unarmored. Thus in that example, a strike to the torso would calculate against the marine armor once, then the tribalwear, before any remaining damage being applied to the pawn. Armor that takes up multiple layers typically has higher armor values to make up for this, however, so they can often still be worthwhile, especially when armor penetration is accounted for. See the [[#Analysis|Analysis]] section below for details.
  
So if a pawn wearing only a [[duster]], [[flak vest]], and [[tribalwear]] were struck in the torso, the final damage to the torso would be calculated thus:
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In-game this is calculated as follows:
# First, the armor effects of the outermost apparel layer (in this example, the duster) are applied to the total damage of the attack.
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#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating". '''Note''': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. E.g. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% effective armor rating, ''not'' 150% * (1 - 50%) = 75% effective armor rating.
# If there is residual attack damage, then the effects of the next layer (the flak vest on the middle layer) are applied to the attack damage.
 
# If there is still residual damage, the armor of the next layer, the tribalwear, is applied.
 
# If no layers of apparel remain, any residual damage is applied to the skin of the body part.
 
 
 
If this same pawn were hit in the arm, the only armor effects would come from their duster, as neither the vest nor tribalwear cover the arm. If they were struck in the head, then the damage would be directly applied to the head, as they aren't wearing anything that covers their head.
 
 
 
Some items occupy multiple apparel layers, such as [[Marine armor]] which occupies both the middle and outer layer. In such cases, damage is only calculated against the item one time, leaving the other occupied layer(s) technically unarmored. A strike to the torso would be calculated against the marine armor only once, with residual damage passing to the next apparel item. Armor that occupies multiple layers typically has much higher armor values and armor penetration resistance, though, to more than make up for the loss of an apparel layer.
 
 
 
''See the [[#Analysis|Analysis]] section below for details.''
 
 
 
In-game, Armor rating is calculated as follows:
 
#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating".  
 
 
 
'''Note''': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. E.g. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% effective armor rating, ''not'' 150% * (1 - 50%) = 75% effective armor rating.
 
 
#The effective armor rating is then compared against a random number from 0 to 100:
 
#The effective armor rating is then compared against a random number from 0 to 100:
 
#*If the random number is under half the armor rating, the damage deflects harmlessly.
 
#*If the random number is under half the armor rating, the damage deflects harmlessly.
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#If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.
 
#If any damage remains, then the same process is applied to the next item on a lower layer using the new damage (if halved) or full damage (if the armor had no effect) and retaining the full AP of the attack. Damage halving is applied multiplicatively - so if the two layers both half the damage, the pawn receives one quarter of the damage.
  
==== Sharp damage ====
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====Sharp damage====
If the damage is Sharp and any layer halves the damage, then any remaining damage to the pawn will be changed to Blunt damage.
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If the damage is Sharp, and any layer halves the damage, then any resulting damage to the pawn will be changed to Blunt damage.
  
'''Note:''' Despite the common misconception, the armor effect of layers below will still be calculated against the ''sharp armor rating'' of those layers, '''not''' against the blunt armor rating. For example, if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack converting, it to blunt damage in the process, the flak vest will still use its sharp armor rating for its attempt at mitigating the damage.
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'''Note:''' despite the common misconception, the armor effect of layers below will still be calculated against the ''sharp armor rating'' of those layers, '''not''' against the blunt armor rating.  So if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack, converting it to blunt damage in the process, the flak vest will still use its sharp armor rating for its attempt at mitigating the damage.
  
==== Flame damage ====
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====Flame damage====
 
Heat armor works to prevent [[Damage Types#Flame|Flame]] damage from injuring the pawn using the same process as any other armor and damage type, but any Flame damage that actually deals damage to the pawn has a chance to set the pawn on [[fire]]. This ignition chance is the same regardless of the damage dealt to the pawn, so long as some damage is actually dealt. Thus if the Heat Armor does not outright negate the damage, it otherwise does nothing to prevent the pawn from being ignited.  
 
Heat armor works to prevent [[Damage Types#Flame|Flame]] damage from injuring the pawn using the same process as any other armor and damage type, but any Flame damage that actually deals damage to the pawn has a chance to set the pawn on [[fire]]. This ignition chance is the same regardless of the damage dealt to the pawn, so long as some damage is actually dealt. Thus if the Heat Armor does not outright negate the damage, it otherwise does nothing to prevent the pawn from being ignited.  
  
 
While [[Damage Types#Burn|Burn]] damage is otherwise identical to Flame damage, including its interaction with heat armor, it cannot ignite pawns.
 
While [[Damage Types#Burn|Burn]] damage is otherwise identical to Flame damage, including its interaction with heat armor, it cannot ignite pawns.
  
=== Analysis ===
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===Analysis===
 
Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, and can be seen on [[mechanoid]]s. [[Cataphract armor]] at Legendary quality comes at a close second, reaching 200% sharp rating, but all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall.
 
Thus each ''effective'' point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, and can be seen on [[mechanoid]]s. [[Cataphract armor]] at Legendary quality comes at a close second, reaching 200% sharp rating, but all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall.
  
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Apparel also takes damage when the pawn wearing it is on fire.  Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel.
 
Apparel also takes damage when the pawn wearing it is on fire.  Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel.
  
All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day).  This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way. This damage is not modified by the [[Quality#General|deterioration rate factor]] applied by [[quality]] - worn clothing is damaged at the same average rate regardless of quality.
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All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day).  This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way.
  
 
Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage.
 
Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage.
  
=== Damaged apparel ===
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==Insulation==
A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.
 
{| class="wikitable" style="width: 24em"
 
! HP !! Thought !! Debuff
 
|-
 
| 20% - 50% || "Wearing worn-out apparel" || style="text-align: center;" | -3
 
|-
 
| below 20% || "Wearing tattered apparel" || style="text-align: center;" | -5
 
|}
 
 
 
Durability does not affect stats such as protection and insulation.
 
 
 
== Insulation ==
 
 
[[File:Legendary muffalo wool parka.png|500px|thumb|right|In-game insulation stats from a legendary muffalo wool parka]]
 
[[File:Legendary muffalo wool parka.png|500px|thumb|right|In-game insulation stats from a legendary muffalo wool parka]]
Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures.  By default a naked human has a very narrow acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}, so you'll need to wear apparel to survive in the harsh environment of a rimworld.
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Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures.  By default a naked human has a very narrow acceptable temperature range (16°C - 26°C), so you'll need to wear apparel to survive in the harsh environment of a rimworld.
  
=== Insulation from a single piece of apparel ===
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===Insulation from a single piece of apparel===
 
Apparel can offer "'''Insulation - Cold'''", which protects from extremely cold temperatures, and "'''Insulation - Heat'''" which protects from extremely hot temperatures.
 
Apparel can offer "'''Insulation - Cold'''", which protects from extremely cold temperatures, and "'''Insulation - Heat'''" which protects from extremely hot temperatures.
 
The amount of insulation a piece of apparel offers is equal to:
 
The amount of insulation a piece of apparel offers is equal to:
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   Insulation = Material insulation * Apparel insulation_factor * Quality multiplier
 
   Insulation = Material insulation * Apparel insulation_factor * Quality multiplier
  
* '''Material insulation''': the material used to create an article of apparel has a large impact on how much insulation a piece of apparel offers.  For example, [[muffalo wool]] offers {{Temperature|{{Q|Muffalo wool|Insulation - Cold Factor}}||delta}} of insulation from cold, while [[birdskin]] only offers {{Temperature|{{Q|Birdskin|Insulation - Cold Factor}}||delta}}. See [[textile]]s for a full comparison of clothing options.
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* '''Material insulation''': the material used to create an article of apparel has a large impact on how much insulation a piece of apparel offers.  For example, [[muffalo wool]] offers 30°C of insulation from cold, while [[birdskin]] only offers 10°C. See [[textile]]s for a full comparison of clothing options.
* '''Apparel insulation factor''': each type of apparel has an insulation factor associated with it. For example, [[parka]]s have an insulation factor - cold of {{Q|Parka|Insulation Factor - Cold}}, so a normal muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}}}||delta}} of insulation from cold. See [[clothing]] for a full comparison.
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* '''Apparel insulation factor''': each type of apparel has an insulation factor associated with it. For example, a [[parka]]s have an insulation - cold factor of 2.0, so a normal muffalo wool parka offers 60°C of insulation from cold. See [[clothing]] for a full comparison.
* '''Quality multiplier''': the [[quality]] of an item influences it's insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers {{Temperature|{{#expr:{{Q|Muffalo wool|Insulation - Cold Factor}}*{{Q|Parka|Insulation Factor - Cold}}*1.8}}||delta}} of insulation from cold. See [[quality]] for a full comparison.
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* '''Quality multiplier''': the [[quality]] of an item influences it's insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers 108°C of insulation from cold. See [[quality]] for a full comparison.
  
=== Total insulation for a pawn ===
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===Total insulation for a pawn===
 
[[File:Total insulation cold.png|500px|thumb|right|Total cold insulation for a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt]]
 
[[File:Total insulation cold.png|500px|thumb|right|Total cold insulation for a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt]]
 
The total insulation for a pawn is the sum of the insulation from each piece of apparel.  A pawn's minimum comfortable temperature is reduced by their total '''Insulation - Cold''', while their maximum comfortable temperature is increased by their '''Insulation - Heat'''.
 
The total insulation for a pawn is the sum of the insulation from each piece of apparel.  A pawn's minimum comfortable temperature is reduced by their total '''Insulation - Cold''', while their maximum comfortable temperature is increased by their '''Insulation - Heat'''.
  
For example, consider a pawn wearing a legendary [[muffalo wool]] [[parka]] and a poor quality [[cloth]] [[button-down shirt]].  By default, humans have an acceptable temperature range of {{Temperature|{{Q|Human|Min Comfortable Temperature}}|{{Q|Human|Max Comfortable Temperature}}}}. We can find the new temperature range by computing the insulation from the clothing, then adding to the base insulation:
+
For example, consider a pawn wearing a legendary [[muffalo wool]] [[parka]] and a poor quality [[cloth]] [[button-down shirt]].  By default, humans have an acceptable temperature range of 16°C - 26°C. We can find the new temperature range by computing the insulation from the clothing, then adding to the base insulation:
  
 
'''Computing insulation from clothing'''
 
'''Computing insulation from clothing'''
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   = '''{{#expr: 26 + ({{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8) + ({{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9) round 1}}°C'''
 
   = '''{{#expr: 26 + ({{Q|Muffalo wool|Insulation - Heat Factor}} * {{Q|Parka|Insulation Factor - Heat}} * 1.8) + ({{Q|Cloth|Insulation - Heat Factor}} * {{Q|Button-down shirt|Insulation Factor - Heat}} * 0.9) round 1}}°C'''
  
So the new comfortable range is: '''-89°C to 27.6°C'''
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So the new comfortable range is '''-96.2°C - 27.6°C'''
  
== Flammability ==
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==Flammability==
 
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material.
 
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material.
  
It has no effect on the chance of a pawn to catch fire while wearing the item.
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It is unclear if it affects the chance for a Pawn to catch fire while standing in a burning tile.
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 +
==Damaged apparel==
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Apparel suffers wear and tear when worn causing it to lose hit points over time. They also become damaged when the wearer is attacked, and the apparel absorbs some damage as armor.
 +
 
 +
A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.
 +
{| class="wikitable" style="width: 24em"
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! HP !! Thought !! Debuff
 +
|-
 +
| 20% - 50% || "Wearing worn-out apparel" || style="text-align: center;" | -3
 +
|-
 +
| below 20% || "Wearing tattered apparel" || style="text-align: center;" | -5
 +
|}<br/>
 +
 
 +
Durability does not affect stats such as protection and insulation.
  
== Quality effects ==
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== Quality Effects ==
 
{{See also|Quality}}
 
{{See also|Quality}}
 
{| {{STDT| left c_08}}
 
{| {{STDT| left c_08}}
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|}
 
|}
  
== Nudity ==
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==Nudity==
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{{Stub|section=1|reason=Does what a nudist consider nudity depend on the ideoligion's definition of nudity?}}
 
In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered.   
 
In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered.   
Most colonists will receive a {{--|6}} mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing. Other colonists will recieve a {{--|10}}{{Check Tag|Verify|Confirm this is accurate for both core and ideology}} social opinion modifier of the nude pawn, whether or not they are nudist.
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Most colonists will receive a -6 mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing.  
  
For Nudists the opposite is true - they receive a {{+|20}} mood bonus while naked and a {{--|3}} mood penalty while wearing any clothes other than [[sash]]es, [[heavy bandolier]]s, and headgear. They have no negative or positive social opinions about nudity.
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For Nudists the opposite is true - they receive a +20 mood bonus while naked and a -3 mood penalty while clothed.
  
With the [[Ideology (DLC)]] installed and active, Nudity, both in required coverage and the reaction to it, instead depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts. Nudists are completely unaffected by ideologion clothing standards, both for mood and for social opinions of others being nude. They do however get the {{+|1}} mood bonus for ideologion preferred apparel, but unless that apparel is nudist acceptable they will still lose the {{+|20}} mood bonus and gain the {{--|3}} mood penalty.
+
With the [[Ideology (DLC)]] installed and active, Nudity, both in required coverage and the reaction to it, instead depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts.
  
== Special values ==
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==Special Values==
 
Clothing can have very specific secondary values. The more common ones are:
 
Clothing can have very specific secondary values. The more common ones are:
 
* Negative movement Speed. This is mostly seen with armor
 
* Negative movement Speed. This is mostly seen with armor
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* Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage
 
* Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage
  
== Tainted apparel ==
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== Tainted Apparel ==
Apparel that is worn by a human as they die becomes tainted. The clothing must be worn, not merely carried, to become tainted. All tainted items have names suffixed with single letter ''T''. [[Utility]] items never become tainted.
+
Clothing stripped from corpses is considered tainted apparel and is noted with a T. Colonists wearing tainted apparel gain a persistent mood debuff as long as they're wearing it- colonists with [[Traits|Bloodlust]] do not seem to mind, however.  
 
 
Most pawns wearing tainted apparel gain a persistent [[mood]] debuff as long as they're wearing it that scales with the number of items worn - colonists with [[Bloodlust]] trait are unaffected by tainted clothing. Tainted clothes also have their [[market value]] decreased by 90%. [[Trade]]rs and [[faction base]]s do not buy tainted apparel nor accept them as gifts, but tainted clothing may be sent to them via [[transport pod]] for [[goodwill]] at their reduced market value.
 
 
 
The apparel that is worn by a pawn as they are resurrected by a [[resurrector mech serum]] become untainted. There is no other way to untaint apparel.
 
 
 
While tainted apparel does give a mood debuff, [[#Insulation|insulation]], [[#Protection|protection]], and [[#Nudity|nudity]] concerns may take precedence over the comparatively minor penalty.
 
 
 
If truly unwanted, tainted apparel can be [[#Disposal|disposed of]] via a variety of means.  
 
  
 
{| class="wikitable" style="width: 14em"
 
{| class="wikitable" style="width: 14em"
! Num. Items !! Debuff
+
! Number of items !! Debuff
 
|- style="text-align:center;"
 
|- style="text-align:center;"
! 1  
+
| 1 || -3
| {{--|3}}
 
 
|- style="text-align:center;"
 
|- style="text-align:center;"
! 2  
+
| 2 || -5
| {{--|5}}
 
 
|- style="text-align:center;"
 
|- style="text-align:center;"
! 3  
+
| 3 || -7
| {{--|7}}
 
 
|- style="text-align:center;"
 
|- style="text-align:center;"
! 4+  
+
| 4+ || -8
| {{--|8}}
 
 
|}
 
|}
  
== Disposal ==
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Disposal is usually the only option as traders do not buy them (as of 0.19).
Apparel can also be destroyed via a "Burn apparel" bill at a [[crematorium]] or a [[campfire]] or destroyed at an electric smelter. Apparel containing [[metallic]] resources can instead be smelted at an [[electric smelter]], for a return of 25% of the metallic resources used to create them. Note that things such as [[component]]s will similarly be reduced to their base metals. In either case care must be taken in selecting the allowed items to destroyed.  
+
 
 +
==Disposal==
 +
Apparel can be destroyed using a [[crematorium]] or a [[campfire]]. Simply create a "Burn apparel" bill, and be sure to uncheck anything you want to keep.
 +
 
 +
==Materials==
 +
A number of Materials is available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item.
 +
 
 +
=== Armor Materials ===
 +
These materials are primarily used for armor. It includes any metal and in rare cases, even wood or stone might be supported.
 +
 
 +
{| class="wikitable sortable"
 +
|-
 +
! Name
 +
! Stuff Category
 +
! Sharp
 +
! Blunt
 +
! Heat
 +
! Cold Insulation
 +
! Heat Insulation
 +
! Item HP
 +
! Market Value
 +
! Commonality
 +
! Flammability
 +
|-
 +
 
 +
| Silver
 +
| Metallic
 +
| 72%
 +
| 36%
 +
| 36%
 +
| 3
 +
| 0
 +
| 0.7
 +
| 1
 +
| 100
 +
| 0.4
 +
|-
 +
 
 +
| Gold
 +
| Metallic
 +
| 72%
 +
| 36%
 +
| 36%
 +
| 3
 +
| 0
 +
| 0.6
 +
| 10
 +
| 0.02
 +
| 0.4
 +
|-
 +
 
 +
| Steel
 +
| Metallic
 +
| 90%
 +
| 45%
 +
| 72%
 +
| 3
 +
| 0
 +
| 1
 +
| 1.9
 +
| 1.0
 +
| 0.4
 +
|-
 +
 
 +
| Plasteel
 +
| Metallic
 +
| 126%
 +
| 63%
 +
| 108%
 +
| 3
 +
| 0
 +
| 2.8
 +
| 9
 +
| 0.05
 +
| 0.2
 +
|-
 +
 
 +
| Wood
 +
| Woody
 +
| 54%
 +
| 54%
 +
| 90%
 +
| 8
 +
| 4
 +
| 0.65
 +
| 1.2
 +
| 1
 +
| 1
 +
|-
 +
 
 +
| Uranium
 +
| Metallic
 +
| 108%
 +
| 54%
 +
| 90%
 +
| 3
 +
| 0
 +
| 2.5
 +
| 6
 +
| 0.05
 +
| 0
 +
|-
 +
 
 +
| Jade
 +
| Stony
 +
| 90%
 +
| 45%
 +
| 54%
 +
| 3
 +
| 0
 +
| 0.5
 +
| 5
 +
| 0.05
 +
| 0
 +
|-
 +
 
 +
|}
 +
 
 +
===Clothing Materials===
 +
All variants of Fabric and Leathers.
 +
 
 +
{| class="wikitable sortable"
 +
|-
 +
! Name
 +
! Stuff Category
 +
! Sharp
 +
! Blunt
 +
! Heat
 +
! Cold Insulation
 +
! Heat Insulation
 +
! Item HP Multiplier
 +
! Market Value
 +
! Commonality
 +
! Flammability
 +
|-
 +
 
 +
| ''LeatherBase''
 +
| Leathery
 +
| 81%
 +
| 24%
 +
| 150%
 +
| 16
 +
| 16
 +
| 1.3
 +
| 2.1
 +
| 0.025
 +
| 1
 +
|-
 +
 
 +
| Plain Leather
 +
| Leathery
 +
| 81%
 +
| 24%
 +
| 150%
 +
| 16
 +
| 16
 +
| 1.3
 +
| 2.1
 +
| 0.020
 +
| 1
 +
|-
 +
 
 +
| Dog Leather
 +
| Leathery
 +
| 81%
 +
| 24%
 +
| 150%
 +
| 14
 +
| 16
 +
| 1.3
 +
| 2.0
 +
| 0.075
 +
| 1
 +
|-
 +
 
 +
| Wolfskin
 +
| Leathery
 +
| 102%
 +
| 24%
 +
| 150%
 +
| 24
 +
| 16
 +
| 1.3
 +
| 3.0
 +
| 0.075
 +
| 1
 +
|-
 +
 
 +
| Panthera fur
 +
| Leathery
 +
| 93%
 +
| 24%
 +
| 150%
 +
| 16
 +
| 24
 +
| 1.3
 +
| 3.0
 +
| 0.025
 +
| 1
 +
|-
 +
 
 +
| Camelhide
 +
| Leathery
 +
| 81%
 +
| 24%
 +
| 150%
 +
| 16
 +
| 24
 +
| 1.3
 +
| 2.3
 +
| 0.05
 +
| 1
 +
|-
 +
 
 +
| Bluefur
 +
| Leathery
 +
| 81%
 +
| 24%
 +
| 150%
 +
| 20
 +
| 16
 +
| 1.3
 +
| 2.3
 +
| 0.025
 +
| 1
 +
|-
 +
 
 +
| Bearskin
 +
| Leathery
 +
| 112%
 +
| 24%
 +
| 150%
 +
| 20
 +
| 20
 +
| 1.3
 +
| 3.4
 +
| 0.05
 +
| 1
 +
|-
 +
 
 +
| Human Leather
 +
| Leathery
 +
| 64%
 +
| 24%
 +
| 150%
 +
| 12
 +
| 12
 +
| 1.3
 +
| 4.2
 +
| 0.025
 +
| 1
 +
|-
 +
 
 +
| Pigskin
 +
| Leathery
 +
| 64%
 +
| 24%
 +
| 150%
 +
| 12
 +
| 12
 +
| 1.3
 +
| 1.9
 +
| 0.05
 +
| 1
 +
|-
 +
 
 +
| Lightleather
 +
| Leathery
 +
| 54%
 +
| 14%
 +
| 150%
 +
| 12
 +
| 12
 +
| 1.3
 +
| 1.9
 +
| 0.25
 +
| 1
 +
|-
 +
 
 +
| Birdskin
 +
| Leathery
 +
| 67%
 +
| 14%
 +
| 150%
 +
| 10
 +
| 10
 +
| 1.3
 +
| 1.8
 +
| 0.025
 +
| 1
 +
|-
 +
 
 +
| Chinchilla Fur
 +
| Leathery
 +
| 67%
 +
| 14%
 +
| 150%
 +
| 30
 +
| 16
 +
| 1.3
 +
| 6.5
 +
| 0.025
 +
| 1
 +
|-
 +
 
 +
| Foxfur
 +
| Leathery
 +
| 81%
 +
| 21%
 +
| 150%
 +
| 20
 +
| 16
 +
| 1.3
 +
| 3.5
 +
| 0.075
 +
| 1
 +
|-
 +
 
 +
| Lizardskin
 +
| Leathery
 +
| 81%
 +
| 27%
 +
| 150%
 +
| 12
 +
| 12
 +
| 1.3
 +
| 2.1
 +
| 0.075
 +
| 1
 +
|-
 +
 
 +
| Elephant Leather
 +
| Leathery
 +
| 112%
 +
| 24%
 +
| 150%
 +
| 14
 +
| 12
 +
| 1.3
 +
| 3.0
 +
| 0.025
 +
| 1.5
 +
|-
 +
 
 +
| Heavy Fur
 +
| Leathery
 +
| 124%
 +
| 24%
 +
| 150%
 +
| 30
 +
| 14
 +
| 1.3
 +
| 3.3
 +
| 0.025
 +
| 1.5
 +
|-
 +
 
 +
| Rhinoceros Leather
 +
| Leathery
 +
| 129%
 +
| 24%
 +
| 150%
 +
| 14
 +
| 14
 +
| 1.3
 +
| 4.2
 +
| 0.025
 +
| 1.5
 +
|-
 +
 
 +
| Thrumbo Fur
 +
| Leathery
 +
| 208%
 +
| 36%
 +
| 150%
 +
| 34
 +
| 22
 +
| 1.3
 +
| 14
 +
| 0.0025
 +
| 2.0
 +
|-
 +
 
 +
| Patchleather
 +
| Leathery
 +
| 45%
 +
| 19%
 +
| 90%
 +
| 9
 +
| 9
 +
| 1.3
 +
| 1.5
 +
| 0.075
 +
| 1
 +
|-
  
A ''burn pit'' provides a quick way to dispose of large quantities of burnable apparel. Place a [[stockpile zone]] on non-flammable [[terrain]] or [[floor]]ing, designate the zone for all apparel you wish to dispose of - suggested settings are tainted and non-smeltable apparel only, remove the automatically created [[home zone]] around the stockpile to prevent colonists extinguishing the fire, and manually attack the pile with an incendiary weapon such as a [[Molotov cocktail]]. [[Fire]] will spread from item to item and the unwanted apparel will be destroyed with minimal colonist work.
+
| Cloth
 +
| Fabric
 +
| 36%
 +
| 0%
 +
| 18%
 +
| 18
 +
| 18
 +
| ?
 +
| 1.5
 +
| 1.4
 +
| 1.2
 +
|-
  
Another alternative is to simply dump all unwanted apparel onto water or marsh tiles, which will rapidly speed up its [[deterioration]] rate.
 
  
Finally, unwanted apparel can be sold or gifted for [[goodwill]] if [[#Tainted apparel|untainted]]. If disposing of apparel because it becomes worn, disposal at 60% HP will retain significantly more market value than waiting for 50% and the first worn moodlet to apply. Any item, including tainted items, can be sent as gifts via [[transport pod]]s to [[faction base]]s. For the majority of items, the reduction in market value from tainting makes this not worth the resources to make and launch the transport pod. For items with high base values, like hyperweave clothes occasionally found on raiders, it can still be worthwhile.
+
| Synthread
 +
| Fabric
 +
| 63%
 +
| 0%
 +
| 72%
 +
| 22
 +
| 22
 +
| 1.3
 +
| 4
 +
| 0.15
 +
| 0.7
 +
|-
  
== Outfit selection ==
+
| Devilstrand
{{Stub|section=1|reason=General and also how the automatic apparel selection works}}
+
| Fabric
Colonists can be instructed to automatically equip specific items from a list selected in the [[Menus#Outfits|Assign menu]]. The will choose items based on their insulation, armor values and possibly other factors. Colonists will automatically equip apparel suitable for the season or temperature. The full details of how this selection mechanic works is currently unknown.
+
| 140%
 +
| 36%
 +
| 300%
 +
| 20
 +
| 24
 +
| 1.3
 +
| 5.5
 +
| 0.2
 +
| 0.4
 +
|-
  
== Materials ==
+
| Hyperweave
A number of Materials is available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item.
+
| Fabric
 +
| 200%
 +
| 54%
 +
| 288%
 +
| 26
 +
| 26
 +
| 2.4
 +
| 9
 +
| 0.1
 +
| 0.4
 +
|-
 +
 
 +
| ''Woolbase''
 +
| Fabric
 +
| 36%
 +
| 0%
 +
| 36%
 +
| Cold Insulation
 +
| Heat Insulation
 +
| ?
 +
| 2.7
 +
| 0.12
 +
| ?
 +
|-
 +
 
 +
| Megasloth Wool
 +
| Fabric
 +
| 36%
 +
| 0%
 +
| 36%
 +
| 30
 +
| 12
 +
| ?
 +
| 2.7
 +
| 0.12
 +
| ?
 +
|-
 +
 
 +
| Muffalo Wool
 +
| Fabric
 +
| 36%
 +
| 0%
 +
| 36%
 +
| 30
 +
| 12
 +
| ?
 +
| 2.7
 +
| 0.12
 +
| ?
 +
|-
  
=== Armor materials ===
+
| Camelhair
These materials are primarily used for armor. It includes any metal and in rare cases, even wood. (Note that even though jade has armor and insulation modifiers, it can't be used for any type of apparel.)
+
| Fabric
 +
| 36%
 +
| 0%
 +
| 36%
 +
| 18
 +
| 26
 +
| ?
 +
| 2.7
 +
| 0.12
 +
| ?
 +
|-
  
{{#ask: [[Stuff Category::Metallic]] OR [[Stuff Category::Woody]]
+
| Alpaca Wool
| ?Stuff Category
+
| Fabric
| ?Market Value Base = Market Value
+
| 36%
| ?Beauty Factor
+
| 0%
| ?Beauty Offset
+
| 36%
| ?Work To Make Factor
+
| 28
| ?Max Hit Points Factor
+
| 16
| ?Flammability Factor
+
| ?
| ?Armor - Sharp Factor
+
| 2.7
| ?Armor - Blunt Factor
+
| 0.12
| ?Armor - Heat Factor
+
| ?
| ?Insulation - Cold Factor = Insulation - Cold (&deg;C)
+
|-
| ?Insulation - Heat Factor = Insulation - Heat (&deg;C)
 
| limit = 100
 
| link = subject
 
| mainlabel = Material
 
}}
 
  
=== Clothing materials ===
+
|}
See [[Textiles#Material Effects]].
 
  
 
== Common combinations ==
 
== Common combinations ==
{{Rewrite|section=1|reason=Currently a C&P from clothing. Needs adaption to all apparel, general analysis, suggested combos need some TLC. Whole section needs TLC}}
+
{{stub|section=1|reason=Currently a C&P from clothing. Needs adaption to all apparel, general analysis, suggested combos need some TLC. Whole section needs TLC}}
 
Apparel combinations are limited by layer and coverage, and this selective incompatibility leads to trends in combinations that are discussed and compared here.
 
Apparel combinations are limited by layer and coverage, and this selective incompatibility leads to trends in combinations that are discussed and compared here.
  
=== Skin Layer ===
+
=== On Skin Layer ===
In the early game, this layer is dominated by two options: [[tribalwear]] or [[button-down shirt]] + [[pants]].  The [[t-shirt]] is an inferior (and negligibly cheaper) version of the button-down shirt and should be avoided.
+
The skin layer combinations are consistent throughout the life of a colony as the early options are not replaced in the late game, and are worn under armor for the entire game.
  
[[Tribalwear]] offers the best thermal insulation and is cheaper.  [[Button-down shirt]] + [[pants]] has the same armor values but also covers the shoulders, arms, and neck.  When made of the weakest textiles like [[cloth]], the armor is so low that enemy weapons' AP completely nullifies it, making the coverage irrelevant, so you might as well use the cheaper tribalwear.  But as you acquire stronger textiles, the armor coverage becomes more valuable, and insulation becomes more plentiful as you give everyone a full set of clothing, so the button-down combo becomes the better choice usually early to mid game.  Note that, if you're using [[duster]]s/[[cape]]s/[[jacket]]s—which have higher armor values—then your strongest textiles are best spent on upgrading the outerwear first.  (For example, a [[thrumbofur]] duster and [[plainleather]] shirt+pants protects better than a plainleather duster and thrumbofur shirt+pants.)
+
This layer is dominated by two options: [[Tribalwear]] or [[Button-down shirt]] + [[Pants]]
  
[[Flak pants]] are available mid-game; they give 40% sharp protection, about the same as [[hyperweave]] and [[thrumbofur]] pants, but are cheaper and easier to source (note again that you should spend those textiles on dusters first—hyperweave dusters give 60% sharp protection to legs)—at the cost of -0.12 move speed.  Whether this is worthwhile depends on your combat style.  Flak pants also occupy the Middle layer for legs, making them incompatible with power armor, and therefore not used in the late game.
+
[[Tribalwear]] offers the best thermal insulation.  Meanwhile, [[Button-down shirt]] + [[Pants]] in turn has better armor values and coverage. The advantages of the button-down combo are only relevant when protective textiles are used, as lower tier textiles will offer so little armor as to be outright ignored by enemy weapon AP and rendering the armor and coverage advantage moot. The [[T-shirt]] is an inferior version of the button down shirt and should be avoided as a t-shirt and pants offers identical coverage and worse stats and material cost than tribalwear of the same quality and material. The [[formal shirt]] {{RoyaltyIcon}} will replace the button-down for [[noble]]s {{RoyaltyIcon}} of a certain rank but there is litte reason to do so otherwise. The [[eltex shirt]] {{RoyaltyIcon}} is similarly useful for [[psycast]]ers {{RoyaltyIcon}} but cannot be crafted and provides less protection - however, as noted the protection offered by shirts is fairly minor in most circumstances.
 
 
The [[formal shirt]]{{RoyaltyIcon}} will replace the button-down for [[noble]]s{{RoyaltyIcon}} of a certain rank, but provides no benefit to other pawns. The rare [[eltex shirt]]{{RoyaltyIcon}} is useful for [[psycast]]ers{{RoyaltyIcon}} but provides little protection.
 
 
 
[[Children]]{{BiotechIcon}} have three options: [[kid tribalwear]], [[kid shirt]] + [[kid pants]], and [[kid romper]].  All have the same armor values; kid tribalwear provides the best insulation and the least armor coverage, kid romper is the opposite, and shirt+pants is in between; material costs are 30, 40, 30 respectively.  So it's a similar tradeoff as for adults, but children's needs are somewhat different.  First, heat insulation is more difficult for children because there is (currently) no kid duster or jacket, although there is a [[kid parka]].  Second, players will usually keep children out of combat situations to the extent possible (though unusual events and social fights do happen), so the armor values on their clothing will matter much more rarely than for adults.  Thus, the case for tribalwear is stronger in children's clothing, especially in hot climates.
 
  
 
=== Middle ===
 
=== Middle ===
Line 289: Line 746:
  
 
=== Head Layer ===
 
=== Head Layer ===
This layer can mostly be divided into three categories: hats (textile), masks (wood/metal), and helmets.
+
This layer is dominated by three options: hats (textile), masks (wood/metal), and helmets, and in that the hats are dominated by the [[Broadwrap]] {{IdeologyIcon}} and the [[Bowler hat]], with the masks dominated by the [[Visage mask]] {{IdeologyIcon}}
 
 
Among textile-based hats, the [[hood]] gives the best social impact of +20%, as well as 0.2x armor.  The [[broadwrap]]{{IdeologyIcon}} offers the highest armor value among textile hats (0.25x, tied with [[headwrap]]{{IdeologyIcon}}), and also gives the widest coverage of all headwear, protecting even the neck and shoulders.
 
 
 
The [[visage mask]]{{IdeologyIcon}} has generally higher armor values than textile hats (although [[devilstrand]] or [[hyperweave]] broadwrap beats it in sharp protection).  The [[war mask]] is a more expensive version of a wooden visage mask, but also gives +10% pain shock threshold.
 
 
 
Helmets have the highest armor values; even the most basic [[steel]] [[simple helmet]] is stronger than [[plasteel]] visage masks, and is comparable to hyperweave broadwrap; though they don't cover the eyes, nose, or jaw.  Power armor helmets do cover the full head, and, once you have the tech and the resources, the [[marine helmet]]—or [[cataphract helmet]]{{RoyaltyIcon}}, if you can get it—is the best.  (Broadwrap still provides wider coverage than power helmets—to the neck and shoulders—but that can be addressed with a [[flak vest]] or other armor.)  The prestige versions of the power helmets are useful for psycasters.
 
  
Temperature-wise, the [[tuque]], its equivalent [[flophat]]{{IdeologyIcon}}, and its [[leather]]-based equivalent [[tailcap]]{{IdeologyIcon}} protect best against cold, while the [[cowboy hat]] and [[shadecone]]{{IdeologyIcon}} protect best against heat.  The cowboy hat is better than the shadecone for colonists, though since it decreases slave suppression you might give slaves the shadecone.
+
The [[Broadwrap]] offers superior physical protection and the highest level of coverage of all headwear. The [[Bowler hat]] provides a 15% boost social impact. The [[Visage mask]] the highest sharp, blunt, and heat AP modifier of 0.3
  
For pawns that require noble apparel, the prestige power helmets give the best armor, while if you want a social impact bonus you may need to use the [[top hat]]/[[ladies hat]], or the [[coronet]] for royal pawns.
+
Situationally, due to heat or cold, the [[Cowboy hat]] and the [[Tuque]] offer better temperature insulation, respectfully.
  
There's a variety of special-purpose hats, most of which provide little to no armor (and all of which are weaker than [[recon helmet]]s). [[Eltex]]{{RoyaltyIcon}} hats boost psychic abilities, [[psychic foil helmet]]s reduce them, the [[gunlink]]{{RoyaltyIcon}} increases shooting, there are several mech-bandwidth-enhancing hats, etc.  Whether the special abilities are worth the armor reduction depends on the situation.
+
For slaves, if biome is very hot, the shadecone is preferred to the Cowboy hat, due to it not decreasing the slaves suppression. The slave collar, which increases suppression, technically occupies this layer, however it covers the neck only and thus has limited incompatibility.
  
 
=== Outer ===
 
=== Outer ===
Line 308: Line 759:
 
The [[Parka]] is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values.  
 
The [[Parka]] is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values.  
  
The [[Duster]] is a cowboy attire. Aside from good heat insulation, it also offers decent protection. The cape is the Noble apparel statistical equal of the duster.
+
The [[Duster]] is a cowboy attire. Aside from good heat insulation, it also offers decent protection. The cape is the Nobel apparel statistical equal of the duster.
  
 
The [[Jacket]] is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.
 
The [[Jacket]] is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.
Line 322: Line 773:
  
 
'''Industrial - Mid''':
 
'''Industrial - Mid''':
The best apparel combo for this stage of the game is [[button-down shirt]] and a pair of [[pants]] on the skin layer, a [[flak vest]] in the middle, and a [[duster]] on the top. This combination offers good amounts of protection without significantly compromising the movement speed of a pawn.
+
The best apparel combo for this stage of the game is [[button-down shirt]] and a pair of [[pants]] on the skin layer, a [[flak vest]] in the middle, and a [[duster]] on the top. This combination offers good amounts of protection without compromising the movement speed of a pawn.
  
 
'''Industrial - Late''':
 
'''Industrial - Late''':
The best combo for the late game is a pair of pants and a button down shirt on the bottom layer,  a [[marine armor]] set for ranged pawns, or a set of [[recon armor]] with a [[shield belt]] for melee pawns. For [[Royalty]] {{RoyaltyIcon}} owners, [[cataphract armor]] is recommended for ranged fighters, and a set of [[locust armor]] and a shield belt is suggested for melee brawlers because of the installed [[jump pack]] that frees up an utility slot for the shield belt.
+
The best combo for the late game is a pair of pants and a button down shirt on the bottom layer,  a marine armor set for ranged pawns, or a set of recon armor with a [[shield belt]] for melee pawns. For [[Royalty]] {{RoyaltyIcon}} owners, [[cataphract armor]] is recommended for ranged fighters, and a set of [[locust armor]] and a shield belt is suggested for melee brawlers because of the installed [[jump pack]] that frees up an utility slot for the shield belt.
  
 
'''Royal Fighter {{RoyaltyIcon}}''':
 
'''Royal Fighter {{RoyaltyIcon}}''':
Line 332: Line 783:
 
'''Royal Psycaster {{RoyaltyIcon}}''':
 
'''Royal Psycaster {{RoyaltyIcon}}''':
 
Pawns that are [[title|nobles]] and have fighting as a secondary priority, equip the pawn with full eltex gear. The recommended combo is: an [[eltex skullcap]], an [[eltex robe]], an [[eltex vest]], and an [[eltex shirt]]. This is full eltex set is hard to acquire, so they can use the Royal Fighter combo or just the normal clothing requirements for the title, such as the prestige robe and formal vest.
 
Pawns that are [[title|nobles]] and have fighting as a secondary priority, equip the pawn with full eltex gear. The recommended combo is: an [[eltex skullcap]], an [[eltex robe]], an [[eltex vest]], and an [[eltex shirt]]. This is full eltex set is hard to acquire, so they can use the Royal Fighter combo or just the normal clothing requirements for the title, such as the prestige robe and formal vest.
 
== Comparison tables ==
 
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.
 
 
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[flak pants]] and the [[flak vest]] which both occupy the middle layer do not cover the same body parts, and thus can be worn together.
 
 
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
 
 
Since some armor covers multiple layers, they are present in multiple tables as well.
 
 
=== Headgear ===
 
{{Apparel Table | type=Apparel | layer=Headgear}}
 
 
=== Eyes ===
 
{{Apparel Table | type=Apparel | layer=Eyes}}
 
 
=== Skin ===
 
{{Apparel Table | type=Apparel | layer=Skin}}
 
 
=== Middle ===
 
{{Apparel Table | type=Apparel | layer=Middle}}
 
 
=== Outer ===
 
{{Apparel Table | type=Apparel | layer=Outer}}
 
 
=== Internal ===
 
{{Apparel Table | type=Body Parts | layer=Internal}}
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.8.657|0.8.657]] - Apparel insulation introduced with temperature system.
 
* [[Version/0.8.657|0.8.657]] - Apparel insulation introduced with temperature system.
 
* [[Version/0.9.722|0.9.722]] - Apparel becomes damaged when owner dies from violence, takes the damage it absorbs as armor and wears out over very long periods of use. Tattered apparel [[mood|thought]] added.
 
* [[Version/0.9.722|0.9.722]] - Apparel becomes damaged when owner dies from violence, takes the damage it absorbs as armor and wears out over very long periods of use. Tattered apparel [[mood|thought]] added.
* Beta 19 or earlier - Traders will no longer accept tainted apparel.
 
 
* Beta 19 - System changed d100 system. Previously each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).
 
* Beta 19 - System changed d100 system. Previously each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).
*  Beta 19/1.0 - Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.
 
 
* [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns "upgrading" to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection.
 
* [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns "upgrading" to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection.
* [[Version/1.3.3066|1.3.3066]] - Pawns now try a lot harder to avoid wearing tattered apparel.
 
  
 
[[Category:Gear]]
 
[[Category:Gear]]
 
{{nav|clothing|wide}}
 
{{nav|clothing|wide}}

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