Editing Clothing
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{{About|the items in a specific category of Apparel|the mechanics common to both Clothing and Armor|Apparel}} | {{About|the items in a specific category of Apparel|the mechanics common to both Clothing and Armor|Apparel}} | ||
{{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. The Slave Collar, is also unique in that it occupies the Headgear layer, but only covers the neck which is not covered by any other headgear options. | Uniquely, the Broadwrap covers the neck and both shoulders. This causes it to be the only headgear to conflict with the Slave Collar. The Slave Collar, is also unique in that it occupies the Headgear layer, but only covers the neck which is not covered by any other headgear options. | ||
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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 | ||
+ | | ?Coverage = Coverage | ||
+ | | ?Required Research = Research | ||
+ | | ?Work To Make = Work | ||
+ | | ?Resource 1 = R1 | ||
+ | | ?Resource 1 Amount = R1a | ||
+ | | ?Market Value Base = Value | ||
+ | }} | ||
+ | |} | ||
=== Skin === | === Skin === | ||
− | {{ | + | {| {{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::Skin]] | 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 | ||
+ | | ?Coverage = Coverage | ||
+ | | ?Required Research = Research | ||
+ | | ?Work To Make = Work | ||
+ | | ?Resource 1 = R1 | ||
+ | | ?Resource 1 Amount = R1a | ||
+ | | ?Market Value Base = Value | ||
+ | }} | ||
+ | |} | ||
=== Middle === | === Middle === | ||
− | {{ | + | {| {{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::Middle]] | 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 | ||
+ | | ?Coverage = Coverage | ||
+ | | ?Required Research = Research | ||
+ | | ?Work To Make = Work | ||
+ | | ?Resource 1 = R1 | ||
+ | | ?Resource 1 Amount = R1a | ||
+ | | ?Market Value Base = Value | ||
+ | }} | ||
+ | |} | ||
=== Outer === | === Outer === | ||
− | {{ | + | {| {{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::Outer]] | 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 | ||
+ | | ?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]] |