Editing Clothing
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{{imagemargin|[[File:clothing_preview.png|right]]|40px}}'''Clothing''' is a subcategory and type of [[apparel]] that generally offers good insulation but poor protection from damage. | {{imagemargin|[[File:clothing_preview.png|right]]|40px}}'''Clothing''' is a subcategory and type of [[apparel]] that generally offers good insulation but poor protection from damage. | ||
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All apparel functions in the same way mechanically. Clothing and [[Armor]] primarily differ only in their categorisation and a tendency to either offer damage or environmental protection respectively. Therefore, see [[Apparel]] for details on the mechanics common to all types of apparel. | All apparel functions in the same way mechanically. Clothing and [[Armor]] primarily differ only in their categorisation and a tendency to either offer damage or environmental protection respectively. Therefore, see [[Apparel]] for details on the mechanics common to all types of apparel. | ||
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== Manufacturing clothing == | == Manufacturing clothing == | ||
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Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill. | Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill. | ||
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{{Main|Leathers}} | {{Main|Leathers}} | ||
Leathers offer pretty good defense and are easy to acquire in most biomes as a sub product of hunting. Leather are defined by the type of animal they were taken from. While they generally provide good armor, their insulation multipliers can vary significantly - both significantly below and above cloth. They always have a high Heat and Blunt damage resistance, with low flammability. | Leathers offer pretty good defense and are easy to acquire in most biomes as a sub product of hunting. Leather are defined by the type of animal they were taken from. While they generally provide good armor, their insulation multipliers can vary significantly - both significantly below and above cloth. They always have a high Heat and Blunt damage resistance, with low flammability. | ||
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== Comparison tables == | == Comparison tables == | ||
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=== Headgear === | === Headgear === | ||
− | Uniquely, the Broadwrap covers the neck and both shoulders. This causes it to be the only headgear to conflict with the Slave Collar. | + | Uniquely, the Broadwrap covers the neck and both shoulders. This causes it to be the only headgear to conflict with the Slave Collar. |
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− | + | The Slave Collar, is not true headgear, in terms of layer "slot". Although it does have some layer interaction, as shown by its conflict with the Broadwrap. | |
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− | === | + | {| {{STDT| sortable c_01 text-center}} |
− | + | ! Name !! {{HP}} !! Armor - Blunt !! Armor - Heat !! Armor - Sharp !! Coverage !! Insulation - Cold !! Insulation - Heat !! Special Properties !! Research requirement !! Work to Make !! Material Cost !! Base Market Value !! Value/Work !! Value/Material | |
+ | |- | ||
+ | {{#ask: [[Type2::Clothing]] [[Layer::Headgear]] | mainlabel = Name | format = template | template = Clothing Table Row | named args = yes | link = none | ||
+ | | ?Name = ?Name | ||
+ | | ?From DLC = DLC | ||
+ | | ?Max Hit Points Base = HP | ||
+ | | ?Armor Factor - Blunt = Blunt | ||
+ | | ?Armor Factor - Heat = HeatA | ||
+ | | ?Armor Factor - Sharp = Sharp | ||
+ | | ?Insulation Factor - Cold = Cold | ||
+ | | ?Insulation Factor - Heat = HeatI | ||
+ | | ?Armor - Blunt = Blunt2 | ||
+ | | ?Armor - Heat = HeatA2 | ||
+ | | ?Armor - Sharp = Sharp2 | ||
+ | | ?Insulation - Cold Base = Cold2 | ||
+ | | ?Insulation - Heat Base = HeatI2 | ||
+ | | ?Layer = Layer | ||
+ | | ?Coverage = Coverage | ||
+ | | ?Required Research = Research | ||
+ | | ?Work To Make = Work | ||
+ | | ?Resource 1 = R1 | ||
+ | | ?Resource 1 Amount = R1a | ||
+ | | ?Market Value Base = Value | ||
+ | }} | ||
+ | |} | ||
− | === | + | === Body === |
− | {{ | + | The hands and feet, across all layers, are NOT covered by any apparel present in base game. |
+ | {| {{STDT| sortable c_01 text-center}} | ||
+ | ! Name !! {{HP}} !! Armor - Blunt !! Armor - Heat !! Armor - Sharp !! Layer !! Coverage !! Insulation - Cold !! Insulation - Heat !! Special Properties !! Research requirement !! Work to Make !! Material Cost !! Base Market Value !! Value/Work !! Value/Material | ||
+ | |- | ||
+ | {{#ask: [[Type2::Clothing]] [[Layer::!Headgear]] | mainlabel = Name | format = template | template = Clothing Table Row | named args = yes | link = none | ||
+ | | ?Name = ?Name | ||
+ | | ?From DLC = DLC | ||
+ | | ?Max Hit Points Base = HP | ||
+ | | ?Armor Factor - Blunt = Blunt | ||
+ | | ?Armor Factor - Heat = HeatA | ||
+ | | ?Armor Factor - Sharp = Sharp | ||
+ | | ?Insulation Factor - Cold = Cold | ||
+ | | ?Insulation Factor - Heat = HeatI | ||
+ | | ?Armor - Blunt = Blunt2 | ||
+ | | ?Armor - Heat = HeatA2 | ||
+ | | ?Armor - Sharp = Sharp2 | ||
+ | | ?Insulation - Cold Base = Cold2 | ||
+ | | ?Insulation - Heat Base = HeatI2 | ||
+ | | ?Layer = Layer | ||
+ | | ?Coverage = Coverage | ||
+ | | ?Required Research = Research | ||
+ | | ?Work To Make = Work | ||
+ | | ?Resource 1 = R1 | ||
+ | | ?Resource 1 Amount = R1a | ||
+ | | ?Market Value Base = Value | ||
+ | }} | ||
+ | |} | ||
− | + | {{nav|clothing|wide}} | |
− | {{ | ||
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[[Category:Apparel]] | [[Category:Apparel]] |