Editing Duster

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Infobox main
+
{{infobox main
 
| name = Duster
 
| name = Duster
 
| image = Duster.png
 
| image = Duster.png
Line 11: Line 11:
 
| research = Complex clothing
 
| research = Complex clothing
 
| work to make = 10000
 
| work to make = 10000
| work speed stat = General Labor Speed
 
 
| resource 1 = Stuff
 
| resource 1 = Stuff
 
| resource 1 amount = 80
 
| resource 1 amount = 80
Line 20: Line 19:
 
| armorbluntfactor = 0.3
 
| armorbluntfactor = 0.3
 
| armorheatfactor = 0.3
 
| armorheatfactor = 0.3
| lifestage = Adult
 
| clothing for nudity = True
 
 
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
 
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
 
| layer = Outer
 
| layer = Outer
 
| mass base = 2.2
 
| mass base = 2.2
| has quality = true
 
 
| thingCategories = Apparel
 
| thingCategories = Apparel
 
| tags = IndustrialAdvanced
 
| tags = IndustrialAdvanced
| tradeTags = BasicClothing
 
 
| defaultOutfitTags = Worker
 
| defaultOutfitTags = Worker
 
}}
 
}}
'''Dusters''' are an item of [[apparel]] that provides good heat [[insulation]] and [[Apparel#Protection|protection]].
+
'''Dusters''' are one of the classic hot-weather garments in rimworlds, often paired with a [[cowboy hat]].  
 
 
 
== Acquisition ==
 
== Acquisition ==
{{Acquisition}}
+
As a complicated garment, dusters require [[Research#Complex clothing|Complex Clothing]] to be researched and can only be made at a [[hand tailor bench]] or an [[electric tailor bench]]. A duster requires 80 of any textile and 167 units of work.
  
 
Dusters can be purchased from traders or stripped from Outlanders and Pirates.
 
Dusters can be purchased from traders or stripped from Outlanders and Pirates.
Line 42: Line 36:
  
 
== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason=Needs proper armor comparisons for high quality textiles}}
+
{{stub|section=1|reason=Needs proper armor comparisons for high quality textiles}}
 
As [[parka]]s are necessary to survive in very cold biomes, dusters are necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding {{Temperature|60}} at the peak of summer. When made of tough materials, a duster provides reasonable sharp damage protection, and can be paired with a [[flak vest]] for an early and mid game armor set.  
 
As [[parka]]s are necessary to survive in very cold biomes, dusters are necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding {{Temperature|60}} at the peak of summer. When made of tough materials, a duster provides reasonable sharp damage protection, and can be paired with a [[flak vest]] for an early and mid game armor set.  
  
Line 49: Line 43:
 
In cold biomes, [[parka]]s may be preferable to dusters. While parkas offer less armor than a duster (20% vs. 30%) and don't cover the legs, they are significantly better at insulating from cold (200% vs. 60%)
 
In cold biomes, [[parka]]s may be preferable to dusters. While parkas offer less armor than a duster (20% vs. 30%) and don't cover the legs, they are significantly better at insulating from cold (200% vs. 60%)
  
=== Trade ===
+
===Trade===
Dusters are the most efficient apparel for profit per unit textile, i.e Value / Material, in the core game. If the [[Royalty DLC]] is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s.{{RoyaltyIcon}} This is because dusters require the most work time per material. Because an apparel's Market Value is determined by (Work Time * Material Value), you'll get the most value for 1 unit of material by creating dusters / noble apparel. This also means that they have the highest Crafting XP per material.
+
Dusters are the most efficient apparel for Value / Material in the core game. If the [[Royalty DLC]] is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s.{{RoyaltyIcon}}  
  
In other words, dusters are the best '''when you are limited by your supply of textiles''', ''and'' when crafter time is in surplus. Note that other considerations can exist.
+
Dusters require the most work time per material. Because an apparel's Market Value is determined by (Work Time * Material Value), you'll get the most value for 1 unit material by creating dusters / corsets. This also represents a way to train skills while also profiting from the pawn-hours invested.  
  
 +
Note that this is only a general rule - other considerations can exist:
 
*If no good crafters are available, but great constructors are, then [[armchair]]s are an alternative for Value / Material. However, selling any building incurs a x0.7 [[Sell Price Multiplier]], which makes armchairs inferior for equal skill.
 
*If no good crafters are available, but great constructors are, then [[armchair]]s are an alternative for Value / Material. However, selling any building incurs a x0.7 [[Sell Price Multiplier]], which makes armchairs inferior for equal skill.
*If Value / Crafter Time is more important, then you should make [[tribalwear]] and [[top hat]]s instead.
+
*If Value / Crafter Time is more important, then you should make [[tribalwear]] and [[top hat]]s instead. An apparel's [[quality]] applies a flat multiplier to Market Value. For example, you could create 8 good tribalwears or 6 good dusters for {{icon small|stuff}} 480 textiles. The tribalwears would take {{ticks|8*{{Q|Tribalwear|Work To Make}}}} and the duster would take {{ticks|6*{{P|Work To Make}}}}. ''Good'' quality gives a x1.25 price multiplier, regardless of work to make, meaning you get the x1.25 multiplier in less work. Therefore, if materials are not an issue, but crafter time is, then you should make tribalwear (or [[top hat]]s) instead.
:For example, you could create 8 good tribalwears or 6 good dusters for {{Icon Small|stuff}} 480 textiles. The tribalwears would take {{Ticks|8*{{Q|Tribalwear|Work To Make}}}} and the duster would take {{Ticks|6*{{P|Work To Make}}}}. However, quality applies a flat multiplier, regardless of the work to make. ''Good'' quality gives a price multiplier of x1.25, so making tribalwear means you'd get the x1.25 multiplier in less time. Therefore, if materials are not an issue, but crafter time is, then you should make tribalwear (or [[top hat]]s) instead.  If crafter time is infinite, then make formal vests / corsets instead.
 
  
Lower-value materials are profitable at lower skill levels. For example, [[cloth]] dusters require only a crafting skill of 2 with an average market value modifier of 77% to average a value higher than the 120 {{Icon Small|silver}} of selling the cloth itself, while the most expensive textile, [[thrumbofur]], requires a skill level of 6 to do the same. Thus, a skill level of 6 is sufficient to average profitability for dusters for all available materials.
+
Lower value materials are profitable at lower skill levels. For example, [[cloth]] dusters require only a crafting skill of 2 with a average market value modifier of 77% to average a value higher than the 120 {{Icon small|silver}} of selling the cloth itself, while the most expensive textile, [[thrumbofur]], requires a skill level of 6 to do the same. Thus, a skill level of 6 is sufficient to average profitable for dusters for all available materials.
  
{{Apparel Stats Table}}
+
{{Apparel Material Table}}
  
== Styles ==
+
==Styles==
 
{{Ideology|No category}}
 
{{Ideology|No category}}
 
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
 
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Line 71: Line 65:
 
</gallery>
 
</gallery>
  
{{Nav|clothing|wide}}
+
 
 
[[Category:Clothing]]
 
[[Category:Clothing]]
 +
{{nav|clothing|wide}}

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: