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{{About|the items in a specific category of Apparel|the mechanics common to both Clothing and Armor|Apparel}}
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{{TOCright}}
{{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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{{Recode|reason=Tables need overhaul and automation}}
 +
'''Clothing''' is a subcategory and type of [[apparel]] that generally offers good insulation but poor protection from damage.
  
 
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.
  
 
Clothing is typically [[stuff]]able, made from [[textiles]], and crafted at either an [[Hand tailor bench|hand]] or [[electric tailor bench]].  Clothing can be also be purchased via [[trade]], salvaged from other humans via the [[Orders#Strip|strip]] order, or dropped by a colonist. Clothes stripped from dead bodies have the "[[Tainted]]" modifier, which lowers its value and gives a mood debuff to wearers of the piece of clothing.
 
Clothing is typically [[stuff]]able, made from [[textiles]], and crafted at either an [[Hand tailor bench|hand]] or [[electric tailor bench]].  Clothing can be also be purchased via [[trade]], salvaged from other humans via the [[Orders#Strip|strip]] order, or dropped by a colonist. Clothes stripped from dead bodies have the "[[Tainted]]" modifier, which lowers its value and gives a mood debuff to wearers of the piece of clothing.
 +
 +
[[File:Clothing worn away to nothing.png|400px]]
  
 
== Manufacturing clothing ==
 
== Manufacturing clothing ==
[[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]]
+
Clothing can be manufactured at:
Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill.
 
  
Most clothing can be manufactured at the following [[production]] stations. Some few items must be crafted elsewhere (e.g. various [[crown]]s{{RoyaltyIcon}}, crafted at [[smithy|smithies]]), or are uncraftable by colonies (e.g. [[psychic foil helmet]]) and so can only be acquired via [[trade]], [[quest]]s, or from defeated [[raider]]s, etc.
+
; [[Hand tailor bench]] : A neolithic production facility
: '''[[Crafting spot]]:'''
+
; [[Electric tailor bench]] : An upgraded hand tailor bench that grants a faster production speed while powered or at the same speed as its lesser version without power.
:: Produces only tribal clothing, and with a 50% workspeed penalty.
+
; [[Crafting spot]] : All factions can make [[tribalwear]], while tribal factions can also make [[tribal headdress]]es, [[war mask]]s, and [[veil]]s at a crafting spot
::* Crafting spots are limited to crafting tribal clothing (even after researching Complex Clothing)
 
::* Industrial colonies can never craft [[tribal headdress]]es or [[war mask]]s (but can trade for or capture and use them)
 
: '''[[Hand tailor bench]]:'''
 
:: A neolithic production facility with a 50% workspeed penalty, offers the full range of craftable clothing.
 
::* Tribal colonies can produce all items
 
::* Industrial colonies cannot craft tribal headdresses or war masks
 
: '''[[Electric tailor bench]]:'''
 
:: An upgraded hand tailor bench that grants a faster production speed while powered or at the same speed as its lesser version while without power.
 
::* Same tech restrictions as hand tailor benches
 
  
== Clothing values and materials ==
+
Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill.
Clothes are typically made from [[textiles]] - i.e. [[fabrics]] and [[leathers]]. Their stats vary heavily based on the material. Picking the right material for any piece of clothing is far from arbitrary and the default setting will just have nearly all materials checked. The algorithm by which the crafter picks which material to use is unknown.
 
  
General summaries of the primary types are available below, and specific statistics can be directly compared on the [[Textiles#Material Effects|Textiles table]].
+
== Clothing Values ==
 +
Clothes are made from fabric and leather. While its stats vary heavily based on the material, clothing offers little protection from violence, but very good insulation.
 +
 
 +
== Material ==
 +
Picking the right material for any piece of clothing is far from arbitrary and the default setting will just have nearly all materials checked. The algorithm by which the crafter picks which material to use is unknown.
  
 
=== Fabrics ===
 
=== Fabrics ===
{{Main|Fabrics}}
 
 
[[Cloth]] is the most accessible material when wildlife is scarce. It can also be easily farmed from cotton [[plants]] or cheaply bought. It is used as baseline material in Crafting Bill Hints.  
 
[[Cloth]] is the most accessible material when wildlife is scarce. It can also be easily farmed from cotton [[plants]] or cheaply bought. It is used as baseline material in Crafting Bill Hints.  
  
Advanced fabrics tend to have significantly better armor values and at least comparable thermal resistance values, meaning they can easily replace cloth in every application but are harder to come by.
+
Advanced fabrics tend to have way better armor values and at least comparable thermal resistance values, meaning they can easily replace cloth in every application but are harder to come by.
  
 
=== Wools ===
 
=== Wools ===
{{Main|Wool}}
+
Wool is a subtype of Fabric. Can only be acquired from domesticated [[animals]], and have high Thermal Multipliers. It offers very weak protection and is highly flammable. Care must be taken to not mix up the Wool and Leather from an animal, as those have very different values.
Wool is a subtype of Fabric. Can only be acquired from domesticated [[animals]]. They offer very weak protection and are highly flammable but offer high insulation multipliers and are very easy to acquire in amounts. Care must be taken to not mix up the Wool and Leather from an animal, as they have very different values.
 
  
 
=== Leathers and Skins ===
 
=== Leathers and Skins ===
{{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 thermal resistance tends to be all over the place - way below and way above cloth. They always have a high Flame 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.
+
 
 +
== Headgear Table ==
 +
Unlike other clothing, headgear is made almost exclusively from Fabric.
 +
 
 +
{| class="wikitable sortable"
 +
 
 +
! Name
 +
! Research Requirement
 +
! Fabric
 +
! Leathery
 +
! Sharp
 +
! Blunt
 +
! Heat
 +
! Cold Insulation
 +
! Heat Insulation
 +
! Special
 +
! Upper Head
 +
! Full Head
 +
|-
 +
 
 +
| [[Cowboy hat]]
 +
| Complex Clothing
 +
| Y
 +
| Y
 +
| 20%
 +
| 20%
 +
| 20%
 +
| 10%
 +
| 50%
 +
| +10% Social Impact
 +
| Y
 +
| N
 +
|-
 +
 
 +
| [[Bowler hat]]
 +
| Complex Clothing
 +
| Y
 +
| Y
 +
| 20%
 +
| 20%
 +
| 20%
 +
| 10%
 +
| 40%
 +
| +15% Social Impact
 +
| Y
 +
| N
 +
|-
 +
 
 +
| [[Tribal headdress]]
 +
| ''None''
 +
| Y
 +
| N
 +
| 20%
 +
| 20%
 +
| 20%
 +
| 10%
 +
| 15%
 +
| +15%  Social Impact
 +
| Y
 +
| N
 +
|-
 +
 
 +
| [[Tuque]]
 +
| Complex Clothing
 +
| Y
 +
| N
 +
| 20%
 +
| 20%
 +
| 20%
 +
| 50%
 +
| 0%
 +
| Nothing
 +
| Y
 +
| N
 +
|-
 +
 
 +
| [[War veil]]
 +
| ''None''
 +
| Y
 +
| N
 +
| 20%
 +
| 20%
 +
| 20%
 +
| 5%
 +
| 5%
 +
| +5% Pain Shock Threshold
 +
| N
 +
| Y
 +
|-
 +
 
 +
| [[Psychic foil helmet]]
 +
| ''N/A''
 +
| N
 +
| N
 +
| 9%
 +
| 9%
 +
| 27%
 +
| 2°C
 +
| 1°C
 +
| -90% Psychic Sensitivity
 +
| Y
 +
| N
 +
|-
 +
 
 +
| [[Top hat]]
 +
| Noble Apparel
 +
| Y
 +
| Y
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 10%
 +
| 25%
 +
| +20% Social Impact
 +
| Y
 +
| N
 +
|-
 +
 
 +
 
 +
| [[Ladies hat]]
 +
| Noble Apparel
 +
| Y
 +
| Y
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 10%
 +
| 25%
 +
| +20% Social Impact
 +
| Y
 +
| N
 +
|-
 +
 
 +
| [[Beret]]
 +
| Noble Apparel
 +
| Y
 +
| Y
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 7%
 +
| 15%
 +
| +10% Social Impact
 +
| Y
 +
| N
 +
|-
 +
 
 +
| [[Coronet]]
 +
| Royal Apparel
 +
| N
 +
| N
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| +20% Social Impact
 +
| Y
 +
| N
 +
|-
  
== Apparel layers ==
+
| [[Crown]]
{{:Apparel layers}}
+
| Royal Apparel
 +
| N
 +
| N
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| +20% Social Impact
 +
| Y
 +
| N
 +
|-
  
== Comparison tables ==
+
| [[Stellic crown]]
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.
+
| ''N/A''
 +
| N
 +
| N
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| +20% Social Impact
 +
| Y
 +
| N
 +
|-
  
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, [[pants]] and the [[t-shirt]] which both occupy the Skin layer do not cover the same body parts, and thus can be worn together.
+
| [[Hood]]
 +
| ''N/A''
 +
| Y
 +
| Y
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 10%
 +
| 25%
 +
| +20% Social Impact
 +
| Y
 +
| N
 +
|-
 +
|}
  
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
+
== Body table ==
  
=== Headgear ===
+
{| class="wikitable sortable"
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.
+
! Name
{{Apparel Table | type=Clothing | layer=Headgear}}
+
! Fabric
 +
! Leathery
 +
! Armor
 +
! Cold Insulation
 +
! Heat Insulation
 +
! Upper Body
 +
! Lower Body
 +
! On Skin
 +
! Middle
 +
! Outer
 +
! Market Value
 +
! Material Amount
 +
|-
  
=== Eyes ===
+
| [[Tribalwear]]
{{Apparel Table | type=Clothing | layer=Eyes}}
+
| Y
 +
| Y
 +
| 20%
 +
| 55%
 +
| 55%
 +
| Y
 +
| Y
 +
| Y
 +
|
 +
|
 +
| 96
 +
| 60
 +
|-
  
=== Skin ===
+
| [[Parka]]
{{Apparel Table | type=Clothing | layer=Skin}}
+
| Y
 +
| Y
 +
| 20%
 +
| 200%
 +
| 0%
 +
| Y
 +
|
 +
|
 +
|
 +
| Y
 +
| 149
 +
| 80
 +
|-
 +
 
 +
| [[Pants]]
 +
| Y
 +
| Y
 +
| 20%
 +
| 20%
 +
| 8%
 +
|
 +
| Y
 +
| Y
 +
|
 +
|
 +
| 66
 +
| 40
 +
|-
 +
 
 +
| [[T-shirt]]
 +
| Y
 +
| Y
 +
| 20%
 +
| 22%
 +
| 10%
 +
| Y
 +
|
 +
| Y
 +
|
 +
|
 +
| 66
 +
| 40
 +
|-
 +
 
 +
| [[Button-down shirt]]
 +
| Y
 +
| Y
 +
| 20%
 +
| 26%
 +
| 10%
 +
| Y
 +
|
 +
| Y
 +
|
 +
|
 +
| 77
 +
| 45
 +
|-
 +
 
 +
| [[Duster]]
 +
| Y
 +
| Y
 +
| 30%
 +
| 60%
 +
| 85%
 +
| Y
 +
| Y
 +
|
 +
|
 +
| Y
 +
| 156
 +
| 80
 +
|-
 +
 
 +
| [[Cape]]
 +
| Y
 +
| Y
 +
| 30%
 +
| 60%
 +
| 85%
 +
| Y
 +
| Y
 +
|
 +
|
 +
| Y
 +
| 178
 +
| 80
 +
|-
 +
 
 +
| [[Jacket]]
 +
| Y
 +
| Y
 +
| 30%
 +
| 80%
 +
| 30%
 +
| Y
 +
|
 +
|
 +
|
 +
| Y
 +
| 130
 +
| 70
 +
|-
 +
 
 +
| [[Robe]]
 +
| Y
 +
| Y
 +
| 20%
 +
| 80%
 +
| 25%
 +
| Y
 +
| Y
 +
 +
|
 +
| Y
 +
| 138
 +
| 80
 +
|-
 +
 
 +
| [[Formal shirt]]
 +
| Y
 +
| Y
 +
| 20%
 +
| 22%
 +
| 10%
 +
| Y
 +
|
 +
| Y
 +
|
 +
|
 +
| 119
 +
| 65
 +
|-
 +
 
 +
| [[Formal vest]]
 +
| Y
 +
| Y
 +
| 20%
 +
| 40%
 +
| 10%
 +
| Y
 +
|
 +
|
 +
|  Y
 +
|
 +
| 111
 +
| 45
 +
|-
 +
 
 +
| [[Prestige robe]]
 +
| Y
 +
| Y
 +
| 20%
 +
| 80%
 +
| 25%
 +
| Y
 +
| Y
 +
|
 +
|
 +
| Y
 +
| 220
 +
| 100
 +
|-
 +
 
 +
| [[Corset]]
 +
| Y
 +
| Y
 +
| 20%
 +
| 40%
 +
| 10%
 +
| Y
 +
|
 +
|
 +
|  Y
 +
|
 +
| 111
 +
| 45
 +
|-
 +
 
 +
| [[Eltex shirt]]
 +
| ''N/A''
 +
| ''N/A''
 +
|
 +
| 5°C
 +
| 1°C
 +
| Y
 +
|
 +
| Y
 +
|
 +
|
 +
| 400
 +
| ''N/A''
 +
|-
 +
 
 +
| [[Eltex vest]]
 +
| ''N/A''
 +
| ''N/A''
 +
|
 +
| 6°C
 +
| 1°C
 +
| Y
 +
|
 +
|
 +
| Y
 +
|
 +
| 500
 +
| ''N/A''
 +
|-
 +
 
 +
| [[Eltex robe]]
 +
| ''N/A''
 +
| ''N/A''
 +
|
 +
| 15°C
 +
| 1°C
 +
| Y
 +
| Y
 +
|
 +
|
 +
| Y
 +
| 600
 +
| ''N/A''
 +
|-
 +
 
 +
|}
 +
 
 +
== Common Combinations ==
 +
: ''See also: [[Clothing Layers]]''
 +
 
 +
=== Head Layer ===
 +
This layer is dominated by two options:
 +
[[Broadwrap]] or [[Bowler_hat]]
 +
 
 +
The [[Broadwrap]] offers superior physical protection. The [[Bowler_hat]] provides a 15% boost social impact.
 +
 
 +
Situationally, due to heat or cold, the [[Cowboy_hat]] and the [[Tuque]] offer better temperature insulation, respectfully.
 +
 
 +
=== On Skin Layer ===
 +
This layer is dominated by two options:
 +
[[Tribalwear]] or [[Button-down shirt]] + [[Pants]]
 +
 
 +
[[Tribalwear]] offers the best thermal insulation.  Meanwhile, [[Button-down shirt]] + [[Pants]] in turn has better armor values and coverage. 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.
  
 
=== Middle ===
 
=== Middle ===
{{Apparel Table | type=Clothing | layer=Middle}}
+
The middle layer is not used by any clothing. It is primarily the realm of Armors, which use it to lock out against another.
  
 
=== Outer ===
 
=== Outer ===
{{Apparel Table | type=Clothing | layer=Outer}}
+
The Outer layer is primarily for armor and additional clothing layers. They can be combined with shirts, [[flak pants]], and [[flak vest]]s.
 +
 
 +
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 [[Jacket]] is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.
  
 +
[[Category:Clothing]]
 
{{nav|clothing|wide}}
 
{{nav|clothing|wide}}
[[Category:Apparel]]
 

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