Editing Formal vest

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| research = Noble apparel
 
| research = Noble apparel
 
| work to make = 12000
 
| work to make = 12000
| work speed stat = General Labor Speed
 
 
| resource 1 = Stuff
 
| resource 1 = Stuff
 
| resource 1 amount = 45
 
| resource 1 amount = 45
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| armorheatfactor = 0.2
 
| armorheatfactor = 0.2
 
| mass base = 0.75
 
| mass base = 0.75
| lifestage = Adult
 
| clothing for nudity = True
 
 
| coverage = Torso
 
| coverage = Torso
 
| layer = Middle
 
| layer = Middle
| has quality = true
 
 
| defName = Apparel_VestRoyal
 
| defName = Apparel_VestRoyal
 
| thingCategories = ApparelNoble
 
| thingCategories = ApparelNoble
 
| tags = Royal, RoyalTier5
 
| tags = Royal, RoyalTier5
| tradeTags = Clothing
 
 
}}
 
}}
The '''formal vest''' is a clothing item added in the [[Royalty DLC]], and is one the items of apparel that appeases [[noble]]s. The Female equivalent is the [[corset]].
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The '''formal vest''' is a clothing item added in the [[Royalty DLC]]. Male [[Titles|Nobles]] of Baron rank and above require either one of these, an [[eltex vest]], or power armor to consider themselves properly dressed and avoid a negative moodlet. The Female equivalent is the [[corset]].
  
 
== Acquisition ==
 
== Acquisition ==
{{Acquisition}}
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As a complicated garment, Formal Vests can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], and require [[Research#Noble apparel|Noble Apparel]] to be researched in order to be crafted. A Formal Vest requires 45 of any [[textile]], and {{Ticks|12000}} of work.
  
 
It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at [[traders]] and as a [[quest]] reward.
 
It can also be found on [[Empire#Pawns|Imperial Nobles]], for sale at [[traders]] and as a [[quest]] reward.
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*If no remotely competent 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]], making armchairs inferior for equal skill.
 
*If no remotely competent 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]], making 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.
 
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:For example, you could create 6 good tribalwears or 9 good formal vests for {{Icon Small|stuff}} 480 textiles. The tribalwears would take {{Ticks|6*{{Q|Tribalwear|Work To Make}}}} and the vests would take {{Ticks|9*{{P|Work To Make}}}}. However, quality applies a flat multiplier, regardless of work to make. ''Good'' quality gives a x1.25 price multiplier, so making tribalwear means you'd 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.
  
 
Lower value materials are profitable at lower skill levels. For example, [[cloth]] formal vests require only a crafting skill of 1 with a average market value modifier of 68% to average a value higher than the 67.5 {{Icon Small|silver}} of selling the cloth itself, while the most expensive textile, [[thrumbofur]], requires a skill level of 5 to do the same. Thus, a skill level of 5 is sufficient to average profitable for formal vests for all available materials.
 
Lower value materials are profitable at lower skill levels. For example, [[cloth]] formal vests require only a crafting skill of 1 with a average market value modifier of 68% to average a value higher than the 67.5 {{Icon Small|silver}} of selling the cloth itself, while the most expensive textile, [[thrumbofur]], requires a skill level of 5 to do the same. Thus, a skill level of 5 is sufficient to average profitable for formal vests for all available materials.

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