Difference between revisions of "Duster"

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<onlyinclude>
 
 
{{infobox main
 
{{infobox main
|name = Duster
+
| name = Duster
|image = Duster.png|Duster
+
| image = Duster.png|Duster
|description = "A long duster coat for blocking the sun and grit of the desert."
+
| description = "A long duster coat for blocking the sun and grit of the desert."
|type = Gear
+
| type = Gear
|type2 = Clothing
+
| type2 = Clothing
|buy = {{icon|cloth|80}}
+
| hp = 200
|hp = 160
+
| production facility 1 = Hand tailor bench
|work to make = 367
+
| production facility 2 = Electric tailor bench
|marketvalue  = 250
+
| research = Complex Clothing
|insulationheat = 0.85
+
| work to make = 10000
|insulationcold = 0.6
+
| resource 1 = Stuff
|armorblunt  = 30
+
| resource 1 amount = 80
|armorsharp  = 30
+
| stuff tags = Leathery, Fabric
|armorheat = 30
+
| insulationheatfactor = 0.85
|mass base = 2.2
+
| insulationcoldfactor = 0.6
}}</onlyinclude>
+
| armorsharpfactor = 0.3
==Summary==
+
| armorbluntfactor = 0.3
====Overview & Obtaining====
+
| armorheatfactor = 0.3
Dusters are currently one of two available hot-weather garments available in the game, the other being the [[cowboy hat]]. 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 suspect to heat waves and the former can handily reach around - or even exceed - 60 °C (140 °F) at the peak of summer. Dusters can be purchased from traders, crafted, or stripped from Outlanders and Pirates.
+
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
 +
| layer = Outer
 +
| mass base = 2.2
 +
| thingCategories = Apparel
 +
| tags = IndustrialAdvanced
 +
| defaultOutfitTags = Worker
 +
}}
 +
'''Dusters''' are one of the classic hot-weather garments in rimworlds, often paired with a [[cowboy hat]].  
 +
==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.
  
====Crafting====
+
Dusters can be purchased from traders or stripped from Outlanders and Pirates.
As a complicated garment, dusters require [[Research#Complex Clothing|complex clothing]] to be researched and can only be made at a [[hand-tailoring bench]] or an [[electric tailoring bench]]. A duster requires 80 of any textile, and 367 seconds of work (22,000 ticks) to be created, assuming baseline global work speed and no enhancements or hindrances to [[Sight|sight]] or [[Manipulation|manipulation]].
 
  
====Conclusion and Comparison====
+
==Analysis==
Dusters are overall superior to [[jacket]]s in the respect that dusters have the same base cold insulation, but cover more body parts (torso, shoulders, arms and legs), and also offer blunt protection - at the slight cost of sharp protection (7% vs 8%). A duster made out of any wool provides cold insulation on par with that of a standard parka, along with heat insulation.
+
{{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 60 °C (140 °F) 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.
 +
 
 +
Dusters are usually seen as preferable to [[jacket]]s, since dusters provide identical armor bonuses, also cover the neck and legs, and have slightly higher hit points (200 vs. 160).  Insulation wise, dusters offer significantly better insulation from heat (85% vs. 30%) but worse insulation from cold (60% vs. 80%) and require slightly more resources to craft.
 +
 
 +
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===
 +
As of [[Version/1.2.2900|1.2.2900]], [[armchair]]s and dusters are the most efficient method of turning [[textiles]] into products for sale in the core game, assuming equally skilled [[Skills#Crafting|crafters]] and [[Skills#Construction|constructors]] are available. If the [[Royalty DLC]] is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s. 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 a skilled crafter is unavailable, or a particularly skilled constructor is, armchairs may still be a better option due to the effect of [[Quality]] on [[Market Value]]. Additionally, generally speaking when crafting or constructing a Skill Level 6 or above to guarantee, no matter the material chosen, that selling the product is more profitable than selling the materials. However, the exact skill level each material becomes profitable depends on the Work To Make of the item, the number of materials required, and the market value of the material. 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 Material Table}}
 +
 
 +
==Styles==
 +
{{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.
 +
 
 +
<gallery>
 +
Duster.png|Base variant
 +
Spikecore duster.png|Spikecore variant
 +
</gallery>
  
<!-- ==Insulation Information==
 
The following table(s) will display how good a normal quality duster is at insulating when made from various materials...
 
{{tag/Keeps Warm|0.6}}
 
{{tag/Keeps Cool|0.85}}
 
-->
 
  
 
[[Category:Clothing]]
 
[[Category:Clothing]]
 
{{nav|clothing|wide}}
 
{{nav|clothing|wide}}

Revision as of 12:29, 28 August 2021

Duster

Duster

"A long duster coat for blocking the sun and grit of the desert."

Base Stats

Type
GearClothing
Mass
2.2 kg
HP
200

Apparel

Insulation Factor - Cold
0.6×
Insulation Factor - Heat
0.85×
Armor Factor - Sharp
0.3
Armor Factor - Blunt
0.3
Armor Factor - Heat
0.3
Coverage
Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
Layer
Outer

Creation

Crafted At
Hand tailor bench / Electric tailor bench
Required Research
Complex clothing
Work To Make
10,000 ticks (2.78 mins)
Stuff Tags
Leathery, Fabric
Resources to make
Stuff 80
Technical
thingCategories
Apparel
defaultOutfitTags
Worker
tags
IndustrialAdvanced


Dusters are one of the classic hot-weather garments in rimworlds, often paired with a cowboy hat.

Acquisition

As a complicated garment, dusters require 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.

Analysis

As parkas 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 60 °C (140 °F) 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.

Dusters are usually seen as preferable to jackets, since dusters provide identical armor bonuses, also cover the neck and legs, and have slightly higher hit points (200 vs. 160). Insulation wise, dusters offer significantly better insulation from heat (85% vs. 30%) but worse insulation from cold (60% vs. 80%) and require slightly more resources to craft.

In cold biomes, parkas 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

As of 1.2.2900, armchairs and dusters are the most efficient method of turning textiles into products for sale in the core game, assuming equally skilled crafters and constructors are available. If the Royalty DLC is enabled, this role is instead taken by formal vests and 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 a skilled crafter is unavailable, or a particularly skilled constructor is, armchairs may still be a better option due to the effect of Quality on Market Value. Additionally, generally speaking when crafting or constructing a Skill Level 6 or above to guarantee, no matter the material chosen, that selling the product is more profitable than selling the materials. However, the exact skill level each material becomes profitable depends on the Work To Make of the item, the number of materials required, and the market value of the material. 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 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.

Material table

  • Material Sharp Blunt Heat Item HP Insulation - Cold Insulation - Heat Market Value
    Bearskin Duster 33.6% 7.2% 45% 260 -12 °C (-21.6 °F) +17 °C (30.6 °F) 310 Silver
    Birdskin Duster 20.1% 4.2% 45% 200 -6 °C (-10.8 °F) +8.5 °C (15.3 °F) 180 Silver
    Bluefur Duster 24.3% 7.2% 45% 260 -12 °C (-21.6 °F) +13.6 °C (24.5 °F) 220 Silver
    Camelhide Duster 24.3% 7.2% 45% 260 -9.6 °C (-17.3 °F) +20.4 °C (36.7 °F) 220 Silver
    Chinchilla fur Duster 20.1% 4.2% 45% 200 -18 °C (-32.4 °F) +13.6 °C (24.5 °F) 555 Silver
    Dog leather Duster 24.3% 7.2% 45% 260 -8.4 °C (-15.1 °F) +13.6 °C (24.5 °F) 196 Silver
    Dread leather Duster 38.1% 7.2% 45% 270 -12 °C (-21.6 °F) +10.2 °C (18.4 °F) 315 Silver
    Elephant leather Duster 33.6% 7.2% 45% 300 -8.4 °C (-15.1 °F) +10.2 °C (18.4 °F) 230 Silver
    Foxfur Duster 24.3% 6.3% 45% 200 -12 °C (-21.6 °F) +13.6 °C (24.5 °F) 315 Silver
    Guinea pig fur Duster 20.1% 4.2% 45% 120 -22.8 °C (-41 °F) +15.3 °C (27.5 °F) 435 Silver
    Heavy fur Duster 37.2% 7.2% 45% 300 -18 °C (-32.4 °F) +11.9 °C (21.4 °F) 300 Silver
    Human leather Duster 19.2% 7.2% 45% 260 -7.2 °C (-13 °F) +10.2 °C (18.4 °F) 370 Silver
    Lightleather Duster 16.2% 4.2% 45% 200 -7.2 °C (-13 °F) +10.2 °C (18.4 °F) 188 Silver
    Lizardskin Duster 24.3% 8.1% 45% 200 -7.2 °C (-13 °F) +10.2 °C (18.4 °F) 205 Silver
    Panthera fur Duster 27.9% 7.2% 45% 260 -9.6 °C (-17.3 °F) +20.4 °C (36.7 °F) 275 Silver
    Patchleather Duster 13.5% 5.7% 27% 200 -5.4 °C (-9.7 °F) +7.65 °C (13.8 °F) 156 Silver
    Pigskin Duster 19.2% 7.2% 45% 260 -7.2 °C (-13 °F) +10.2 °C (18.4 °F) 188 Silver
    Plainleather Duster 24.3% 7.2% 45% 260 -9.6 °C (-17.3 °F) +13.6 °C (24.5 °F) 205 Silver
    Rhinoceros leather Duster 38.7% 7.2% 45% 300 -8.4 °C (-15.1 °F) +11.9 °C (21.4 °F) 370 Silver
    Thrumbofur Duster 62.4% 10.8% 45% 400 -20.4 °C (-36.7 °F) +18.7 °C (33.7 °F) 1155 Silver
    Wolfskin Duster 30.6% 7.2% 45% 260 -14.4 °C (-25.9 °F) +13.6 °C (24.5 °F) 275 Silver
    Alpaca wool Duster 10.8% 0% 33% 200 -18 °C (-32.4 °F) +13.6 °C (24.5 °F) 340 Silver
    Bison wool Duster 10.8% 0% 33% 200 -15.6 °C (-28.1 °F) +10.2 °C (18.4 °F) 250 Silver
    Cloth Duster 10.8% 0% 5.4% 200 -10.8 °C (-19.4 °F) +15.3 °C (27.5 °F) 156 Silver
    Devilstrand Duster 42% 10.8% 90% 260 -12 °C (-21.6 °F) +20.4 °C (36.7 °F) 475 Silver
    Hyperweave Duster 60% 16.2% 86.4% 480 -15.6 °C (-28.1 °F) +22.1 °C (39.8 °F) 755 Silver
    Megasloth wool Duster 24% 0% 33% 200 -20.4 °C (-36.7 °F) +10.2 °C (18.4 °F) 250 Silver
    Muffalo wool Duster 10.8% 0% 33% 200 -16.8 °C (-30.2 °F) +10.2 °C (18.4 °F) 250 Silver
    Sheep wool Duster 10.8% 0% 33% 200 -15.6 °C (-28.1 °F) +8.5 °C (15.3 °F) 250 Silver
    Synthread Duster 28.2% 7.8% 27% 260 -13.2 °C (-23.8 °F) +18.7 °C (33.7 °F) 355 Silver

    Assuming Normal quality, for the effect of other qualities, see Quality.
  • Styles

    Ideoligions 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.