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{{Infobox main
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{{infobox main
| name = Pants
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|name = Pants
| image = Pants.png
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|image = Pants.png|Pants
| description = A simple set of pants.
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|description = "A simple set of pants."
| type = Gear
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|type = Gear
| type2 = Clothing
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|type2 = Clothing
| tech level = Medieval
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|hp = 100
| hp = 100
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| production facility 1= Hand tailor bench
| production facility 1 = Hand tailor bench
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| production facility 2= Electric tailor bench
| production facility 2 = Electric tailor bench
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|work to make = 1600
| research = Complex clothing
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|resource 1 = Stuff
| work to make = 1600
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|resource 1 amount = 40
| work speed stat = General Labor Speed
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|stuff tags = Leathery, Fabric
| resource 1 = Stuff
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|insulationcoldfactor = 0.2
| resource 1 amount = 40
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|insulationheatfactor = 0.08
| stuff tags = Leathery, Fabric
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|armorsharpfactor = 0.2
| insulationcoldfactor = 0.2
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|armorbluntfactor = 0.2
| insulationheatfactor = 0.08
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|armorheatfactor = 0.2
| armorsharpfactor = 0.2
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|mass base = 0.5
| armorbluntfactor = 0.2
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|coverage = Left Leg, Right Leg
| armorheatfactor = 0.2
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|layer = Skin
| mass base = 0.5
 
| lifestage = Adult
 
| clothing for nudity = True
 
| coverage = Left Leg, Right Leg
 
| layer = Skin
 
| has quality = true
 
 
| thingCategories = Apparel
 
| thingCategories = Apparel
 
| tags = IndustrialBasic
 
| tags = IndustrialBasic
| tradeTags = BasicClothing
 
 
| defaultOutfitTags = Worker, Soldier
 
| 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''' 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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==Acquisition==
 
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As a complicated garment, Pants can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]], which requires [[Research#Complex clothing|Complex Clothing]] to be researched in order to be constructed. A pair of pants requires 40 of any [[textile]], and {{ticks|1600}} units of work.
== Acquisition ==
 
{{Acquisition}}
 
  
 
Pants can be also be stripped from Outlander and Pirate [[raiders]] or purchased from [[traders]].
 
Pants can be also be stripped from Outlander and Pirate [[raiders]] or purchased from [[traders]].
  
== Analysis ==
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==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:
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There are only three options for covering the [[Clothing 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):
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[[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 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 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%)
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* 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 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]]
 
* 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]]
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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]]:
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[[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 identical armor values, but less coverage (tribalwear doesn't cover the arms and neck)
 
* Tribalwear has better insulation - cold (55% vs. 46%)
 
* Tribalwear has better insulation - cold (55% vs. 46%)
 
* Tribalwear has much better insulation - heat (55% vs. 18%)
 
* 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)
 
* 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.
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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.
 
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{{Apparel Material Table}}
{{Apparel Stats Table}}
 
 
 
{{Nav|clothing|wide}}
 
 
[[Category:Clothing]]
 
[[Category:Clothing]]
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{{nav|clothing|wide}}

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