Pants

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Pants

Pants

"A simple set of pants."

Base Stats

Type
GearClothing
Mass
0.5 kg
HP
100

Apparel

Insulation Factor - Cold
0.2×
Insulation Factor - Heat
0.08×
Armor Factor - Sharp
0.2
Armor Factor - Blunt
0.2
Armor Factor - Heat
0.2
Coverage
Left Leg, Right Leg
Layer
Skin

Creation

Crafted At
Hand tailor bench / Electric tailor bench
Required Research
Complex clothing
Work To Make
1,600 ticks (26.67 secs)
Stuff Tags
Leathery, Fabric
Resources to make
Stuff 40
Technical
thingCategories
Apparel
defaultOutfitTags
Worker, Soldier
tags
IndustrialBasic


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).

Acquisition

As a complicated garment, Pants can only be made at tailor benches, which requires Complex Clothing to be researched in order to be constructed. A pair of pants requires 40 of any textile, and 1,600 ticks (26.67 secs) units of work.

Pants can be also be stripped from Outlander and Pirate raiders or purchased from traders.

Analysis

There are only three options for covering the 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.

Material table

  • Material Sharp Blunt Heat Item HP Insulation - Cold Insulation - Heat Market Value
    Bearskin Pants 22.4% 4.8% 30% 130 -4 °C (-7.2 °F) +1.6 °C (2.9 °F) 142 Silver
    Birdskin Pants 13.4% 2.8% 30% 100 -2 °C (-3.6 °F) +0.8 °C (1.4 °F) 78 Silver
    Bluefur Pants 16.2% 4.8% 30% 130 -4 °C (-7.2 °F) +1.28 °C (2.3 °F) 98 Silver
    Camelhide Pants 16.2% 4.8% 30% 130 -3.2 °C (-5.8 °F) +1.92 °C (3.5 °F) 98 Silver
    Chinchilla fur Pants 13.4% 2.8% 30% 100 -6 °C (-10.8 °F) +1.28 °C (2.3 °F) 265 Silver
    Dog leather Pants 16.2% 4.8% 30% 130 -2.8 °C (-5 °F) +1.28 °C (2.3 °F) 86 Silver
    Dread leather Pants 25.4% 4.8% 30% 135 -4 °C (-7.2 °F) +0.96 °C (1.7 °F) 146 Silver
    Elephant leather Pants 22.4% 4.8% 30% 150 -2.8 °C (-5 °F) +0.96 °C (1.7 °F) 103 Silver
    Foxfur Pants 16.2% 4.2% 30% 100 -4 °C (-7.2 °F) +1.28 °C (2.3 °F) 146 Silver
    Guinea pig fur Pants 13.4% 2.8% 30% 60 -7.6 °C (-13.7 °F) +1.44 °C (2.6 °F) 205 Silver
    Heavy fur Pants 24.8% 4.8% 30% 150 -6 °C (-10.8 °F) +1.12 °C (2 °F) 138 Silver
    Human leather Pants 12.8% 4.8% 30% 130 -2.4 °C (-4.3 °F) +0.96 °C (1.7 °F) 174 Silver
    Lightleather Pants 10.8% 2.8% 30% 100 -2.4 °C (-4.3 °F) +0.96 °C (1.7 °F) 82 Silver
    Lizardskin Pants 16.2% 5.4% 30% 100 -2.4 °C (-4.3 °F) +0.96 °C (1.7 °F) 90 Silver
    Panthera fur Pants 18.6% 4.8% 30% 130 -3.2 °C (-5.8 °F) +1.92 °C (3.5 °F) 126 Silver
    Patchleather Pants 9% 3.8% 18% 100 -1.8 °C (-3.2 °F) +0.72 °C (1.3 °F) 66 Silver
    Pigskin Pants 12.8% 4.8% 30% 130 -2.4 °C (-4.3 °F) +0.96 °C (1.7 °F) 82 Silver
    Plainleather Pants 16.2% 4.8% 30% 130 -3.2 °C (-5.8 °F) +1.28 °C (2.3 °F) 90 Silver
    Rhinoceros leather Pants 25.8% 4.8% 30% 150 -2.8 °C (-5 °F) +1.12 °C (2 °F) 174 Silver
    Thrumbofur Pants 41.6% 7.2% 30% 200 -6.8 °C (-12.2 °F) +1.76 °C (3.2 °F) 565 Silver
    Wolfskin Pants 20.4% 4.8% 30% 130 -4.8 °C (-8.6 °F) +1.28 °C (2.3 °F) 126 Silver
    Alpaca wool Pants 7.2% 0% 22% 100 -6 °C (-10.8 °F) +1.28 °C (2.3 °F) 158 Silver
    Bison wool Pants 7.2% 0% 22% 100 -5.2 °C (-9.4 °F) +0.96 °C (1.7 °F) 114 Silver
    Cloth Pants 7.2% 0% 3.6% 100 -3.6 °C (-6.5 °F) +1.44 °C (2.6 °F) 66 Silver
    Devilstrand Pants 28% 7.2% 60% 130 -4 °C (-7.2 °F) +1.92 °C (3.5 °F) 225 Silver
    Hyperweave Pants 40% 10.8% 57.6% 240 -5.2 °C (-9.4 °F) +2.08 °C (3.7 °F) 365 Silver
    Megasloth wool Pants 16% 0% 22% 100 -6.8 °C (-12.2 °F) +0.96 °C (1.7 °F) 114 Silver
    Muffalo wool Pants 7.2% 0% 22% 100 -5.6 °C (-10.1 °F) +0.96 °C (1.7 °F) 114 Silver
    Sheep wool Pants 7.2% 0% 22% 100 -5.2 °C (-9.4 °F) +0.8 °C (1.4 °F) 114 Silver
    Synthread Pants 18.8% 5.2% 18% 130 -4.4 °C (-7.9 °F) +1.76 °C (3.2 °F) 166 Silver

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