Difference between revisions of "Clothing"

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== Manufacturing clothing ==
 
== Manufacturing clothing ==
Clothing can be manufactured at:
+
Most clothing can be manufactured at:
 +
; [[Hand tailor bench]]: A neolithic production facility
 +
; [[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.
 +
; [[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
  
; [[Hand tailor bench]] : A neolithic production facility
+
Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill. Some clothing items cannot be manufactured
; [[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.
 
; [[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
 
  
Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill.
+
== Clothing values and materials ==
 +
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.
  
== Clothing Values ==
+
General summaries of the primary types are available below, and specific statistics can be directly compared on the [[Textiles#Material Effects|Textiles table]].
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 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.
+
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.
  
 
=== Wools ===
 
=== Wools ===
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.
+
{{Main|Wool}}
 +
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 ===
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.
+
{{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.
  
 
== Headgear Table ==
 
== Headgear Table ==
Unlike other clothing, headgear is made almost exclusively from Fabric.
 
 
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
 
! Name
 
! Name
 
! Research Requirement
 
! Research Requirement
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|}
 
|}
 
== Common Combinations ==
 
: ''See also: [[Clothing Layers]]''
 
 
=== Head Layer ===
 
This layer is dominated by two options:
 
The [[Broadwrap]] or the [[Bowler_hat]]
 
 
The [[Broadwrap]] offers superior physical protection and the highest level of coverage of all headwear. 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.
 
 
For slaves, the slave-collar occupies this slot, as in increases the slaves suppression. If biome is very hot, the shadecone is preferred to the Cowboy hat, due to it not decreasing the slaves suppression.
 
 
=== 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.
 
 
For slaves, optionally optimal for prisoners also, the slave-strap occupies this slot, unless the biome is extremely cold or hot, due to it increasing the slaves suppression, while providing nearly no protection.
 
 
=== Middle ===
 
The middle layer is not used by any clothing, but noble apparel. It is primarily the realm of Armors, which use it to lock out against another.
 
 
=== 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 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.
 
  
 
[[Category:Clothing]]
 
[[Category:Clothing]]
 
{{nav|clothing|wide}}
 
{{nav|clothing|wide}}

Revision as of 03:06, 24 September 2021

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility

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.

Clothing is typically stuffable, made from textiles, and crafted at either an hand or electric tailor bench. Clothing can be also be purchased via trade, salvaged from other humans via the 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 worn away to nothing.png

Manufacturing clothing

Most clothing can be manufactured at:

Hand tailor bench
A neolithic production facility
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.
Crafting spot
All factions can make tribalwear, while tribal factions can also make tribal headdresses, war masks, and veils at a crafting spot

Manufacturing clothing uses the colonist's Crafting skill. Some clothing items cannot be manufactured

Clothing values and materials

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 table.

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.

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.

Wools

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 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

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
Crown Royal Apparel N N 0% 0% 0% 0% 0% +20% Social Impact Y N
Stellic crown N/A N N 0% 0% 0% 0% 0% +20% Social Impact Y N
Hood N/A Y Y 0% 0% 0% 10% 25% +20% Social Impact Y N

Body table

Name Fabric Leathery Armor Cold Insulation Heat Insulation Upper Body Lower Body On Skin Middle Outer Market Value Material Amount
Tribalwear Y Y 20% 55% 55% Y Y Y 96 60
Parka 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