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{{Infobox main
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<onlyinclude>
| name = Pants
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{{infobox main|
| image = Pants.png
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|name = Pants
| description = A simple set of pants.
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|image = Pants.png|Pants
| type = Gear
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|description = "A simple set of pants."
| type2 = Clothing
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|type = Apparel|Clothing
| tech level = Medieval
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|sell = {{icon|silver|128}}
| hp = 100
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|buy = 50 [[textiles]] + 117 work
| production facility 1 = Hand tailor bench
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}}</onlyinclude>
| production facility 2 = Electric tailor bench
 
| research = Complex clothing
 
| work to make = 1600
 
| work speed stat = General Labor Speed
 
| resource 1 = Stuff
 
| resource 1 amount = 40
 
| stuff tags = Leathery, Fabric
 
| insulationcoldfactor = 0.2
 
| insulationheatfactor = 0.08
 
| armorsharpfactor = 0.2
 
| armorbluntfactor = 0.2
 
| armorheatfactor = 0.2
 
| mass base = 0.5
 
| lifestage = Adult
 
| clothing for nudity = True
 
| coverage = Left Leg, Right Leg
 
| layer = Skin
 
| has quality = true
 
| thingCategories = Apparel
 
| tags = IndustrialBasic
 
| tradeTags = BasicClothing
 
| defaultOutfitTags = Worker, Soldier
 
}}
 
'''Pants''' are the most common legwear on the rimworlds, offering a bit of protection from damage, a small amount of insulation, and preventing the "naked" [[mood]] debuff (males only need to cover their legs to avoid feeling naked, while females also need to cover their torso).
 
  
Pants will [[Deterioration|deteriorate]] with the usual conditions.
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Pants are the one and only true form legwear in RimWorld - slightly protecting one's legs from wear and tear, insulating slightly, and contributing to protecting one's mind from the thought of being bare-skinned (to which this is all a male needs, but a female needs something to cover their upper-half). Pants can be purchased from traders, crafted, or stripped from Pirates and Outlanders.
  
== Acquisition ==
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As a complicated garment, Pants can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], which requires [[Research#ComplexClothing|complex clothing]] to be researched in order to be constructed. A pair of pants requires 50 of any textile, and 117 seconds of work (7,000 ticks) to be created, assuming baseline global work speed, [[Consciousness|consciousness]], [[Sight|sight]], and [[Manipulation|manipulation]].
{{Acquisition}}
 
  
Pants can be also be stripped from Outlander and Pirate [[raiders]] or purchased from [[traders]].
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Pants can't truly be compared to any other garment as they're the only in their class. The closest piece of apparel that comes to pants is [[Tribalwear|tribalwear]], which insulates slightly better (10 Celsius vs. 7 for Pants w/ [[Button-down Shirt|Button-Down Shirt]]). On that note; Tribalwear provides absolutely no protection (unless made from materials such as [[Devilstrand|devilstrand]]}, and [[Armor Vest|armoured vests]] can't be worn on top of it as Tribalwear occupies the on-skin and middle slots.
 
 
== Analysis ==
 
There are only three options for covering the [[Apparel layers|skin layer]] of a colonist's legs: pants, [[flak pants]], and [[tribalwear]]. Pants are the most common choice, but the other options have their own values:
 
 
 
[[Flak pants]] offer better protection against sharp and blunt damage than most types of pants, but require 30 [[cloth]], 60 [[steel]], and 1 [[component]] to craft. Compared to regular pants (all at normal quality):
 
* Flak pants offer 40% armor - sharp: equivalent to [[hyperweave]] pants, slightly worse than [[thrumbofur]] pants (41.6%), but better than [[devilstrand]] pants (28.0%)
 
* Flak pants offer 8.0% armor - blunt: better than [[devilstrand]] pants (7.2%) but worse than [[hyperweave]] pants (10.8%). However, almost every blunt threat has sufficient AP to effectively ignore the armor of either option, so the effect of this distinction is minimal at best.
 
* Flak pants offer 10% armor - heat: worse than every single type of pants except [[cloth]] (3.6%). [[Devilstrand]] pants offer the best heat protection of any pants (60%)
 
* Flak pants have a -0.12 cells per second move speed penalty when worn
 
* Flak pants also cover the middle clothing layer, preventing a colonist from wearing both flak pants and [[marine armor]]
 
Overall, flak pants are strictly worse than hyperweave pants of equivalent quality, giving worse armor, insulation, and a move speed penalty. However, flak pants offer better protection than most [[textile]]-based pants (including devilstrand), making them appealing for colonists looking for a boost in armor with a lower move speed penalty than [[plate armor]] or [[marine armor]]
 
 
 
[[Tribalwear]] covers both the legs and torso. Compared to a combination of pants and a [[button-down shirt]]:
 
* Tribalwear has identical armor values, but less coverage (tribalwear doesn't cover the arms and neck)
 
* Tribalwear has better insulation - cold (55% vs. 46%)
 
* Tribalwear has much better insulation - heat (55% vs. 18%)
 
* Tribalwear has lower materials and work cost (60 textiles and 30 work vs. requires 85 textiles and 72 work)
 
A bit of extra neck and arm protection is usually seen as valuable enough to merit the lower insulation and higher crafting cost of pants and a button-down. But colonists in ultra-hot biomes may prefer the better insulation, especially when first starting out.
 
 
 
{{Apparel Stats Table}}
 
 
 
{{Nav|clothing|wide}}
 
[[Category:Clothing]]
 

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