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{{Infobox main
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{{infobox main
 
| name = Tribalwear
 
| name = Tribalwear
 
| image = Tribalwear.png
 
| image = Tribalwear.png
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| hp = 100
 
| hp = 100
 
| work to make = 1800
 
| work to make = 1800
| work speed stat = General Labor Speed
 
 
| resource 1 = Stuff
 
| resource 1 = Stuff
 
| resource 1 amount = 60
 
| resource 1 amount = 60
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| production facility 3 = Electric tailor bench
 
| production facility 3 = Electric tailor bench
 
| mass base = 0.5
 
| mass base = 0.5
| lifestage = Adult
 
| clothing for nudity = True
 
 
| coverage = Torso, Left Leg, Right Leg
 
| coverage = Torso, Left Leg, Right Leg
 
| layer = Skin
 
| layer = Skin
| has quality = true
 
 
| thingCategories = Apparel
 
| thingCategories = Apparel
 
| tags = Neolithic
 
| tags = Neolithic
| tradeTags = BasicClothing
 
 
}}
 
}}
 
'''Tribalwear''' is the only neolithic item of [[clothing]] in RimWorld. It [[Apparel layers|covers]] both the torso and legs, meaning it is worn in place of a [[shirt]] and [[pants]].
 
'''Tribalwear''' is the only neolithic item of [[clothing]] in RimWorld. It [[Apparel layers|covers]] both the torso and legs, meaning it is worn in place of a [[shirt]] and [[pants]].
  
 
== Acquisition ==
 
== Acquisition ==
{{Acquisition}}
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Tribalwear can be crafted at a [[{{P|Production Facility 1}}]], [[{{P|Production Facility 2}}]], or [[{{P|Production Facility 3}}]]. Each requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
  
 
They can also be [[Trade|bought]] from [[tribal]] traders and [[faction base]]s, and are commonly found on almost all kinds of tribal [[raiders]].
 
They can also be [[Trade|bought]] from [[tribal]] traders and [[faction base]]s, and are commonly found on almost all kinds of tribal [[raiders]].
  
 
== Analysis ==
 
== Analysis ==
Tribalwear is one of the primary ways to occupy the skin layer. It is the only option for [[New Tribe]]s to consider. [[New Arrivals]] have access to [[Research#Complex clothing|Complex clothing]], and can instead create a [[t-shirt]] or [[button-down shirt]] with [[pants]].
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Tribalwear is one of the primary ways to occupy the skin layer, the others being wearing [[pants]] or [[flak pants]] with any of the [[shirt]]s available. Of these, most relevant are the [[pants]], [[button-down shirt]] and [[t-shirt]], with the flak pants, [[eltex shirt]] {{RoyaltyIcon}} and [[formal shirt]] {{RoyaltyIcon}} being specialized and being primarily selected for that specialization rather than their performance as clothing. See those pages for details.
  
Compared to wearing both a button-down shirt and pants:
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Compared to a combination of [[pants]] and a [[button-down shirt]]:
* Tribalwear has identical armor values, but does not cover the neck, shoulders, and arms (which account for roughly 17% of attacks).
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* Tribalwear has identical armor values, but does not cover cover the neck, shoulders, and arms.
 
* Tribalwear has better insulation from cold ({{%|{{P|Insulation Factor - Cold}}}} vs. {{%|{{Q|Button-down shirt|Insulation Factor - Cold}}+{{Q|Pants|Insulation Factor - Cold}}}})
 
* Tribalwear has better insulation from cold ({{%|{{P|Insulation Factor - Cold}}}} vs. {{%|{{Q|Button-down shirt|Insulation Factor - Cold}}+{{Q|Pants|Insulation Factor - Cold}}}})
* Tribalwear has much better insulation from hot temperatures ({{%|{{P|Insulation Factor - Heat}}}} vs. {{%|{{Q|Button-down shirt|Insulation Factor - Heat}}+{{Q|Pants|Insulation Factor - Heat}}}})
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* Tribalwear has much better insulation from heat ({{%|{{P|Insulation Factor - Heat}}}} vs. {{%|{{Q|Button-down shirt|Insulation Factor - Heat}}+{{Q|Pants|Insulation Factor - Heat}}}})
 
* Tribalwear has a lower material cost ({{P|Resource 1 Amount}} vs. {{#expr:{{Q|Button-down shirt|Resource 1 Amount}}+{{Q|Pants|Resource 1 Amount}}}})
 
* Tribalwear has a lower material cost ({{P|Resource 1 Amount}} vs. {{#expr:{{Q|Button-down shirt|Resource 1 Amount}}+{{Q|Pants|Resource 1 Amount}}}})
* Tribalwear has a lower work cost ({{Ticks|{{P|Work To Make #}}}} vs. {{Ticks|{{Q|Button-down shirt|Work To Make #}}+{{Q|Pants|Work To Make #}}}})
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* Tribalwear has a lower work cost ({{ticks|{{P|Work To Make #}}}} vs. {{ticks|{{Q|Button-down shirt|Work To Make #}}+{{Q|Pants|Work To Make #}}}})
* A [[t-shirt]] costs 5 materials less. It has the same armor and roughly the same insulation as a button-down, but doesn't cover the neck or arms.
 
  
The differences are quite small in practice. A [[duster]], [[jacket]], or [[parka]] is usually sufficient against extreme temperatures - assuming you can create them. Conversely, the actual protection from a tribalwear/shirt is quite minimal when they are made from early game materials. Thus, tribalwear is good before you have access to outerwear or protective textiles, as it is cheaper and more insulating. It is also an overall economical option to avoid extreme temperatures.
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Colonies in extreme [[biomes]] benefit the most from from the superior insulation and low entry cost, especially when first starting out. For more temperate biomes, the extra neck, shoulder, and arm protection is seen by many players as valuable enough to merit the lower insulation and higher crafting cost of pants and a button-down. This is primarily relevant only after sufficiently protective textiles and skilled crafters have been obtained, as without these the armor value of either option is minimal, let alone the effect of the coverage disparity. Once those have been obtained, however, the extra coverage does account for roughly 17% of all attacks.  
  
Tribalwear can also be used to "upgrade" from a jacket to a duster; depending on the climate, it might be enough to be comfortable outside. The duster protects everything the tribalwear doesn't, and is much more effective than a mere shirt at doing so. Button-downs are superior if you can wear them and a duster comfortably, or if a parka is required regardless of the inner clothing.
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Compared to a combination of [[pants]] and a [[t-shirt]]:
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* Tribalwear offers identical armor, but does not cover cover the shoulders.
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* Tribalwear has better insulation from cold ({{%|{{P|Insulation Factor - Cold}}}} vs. {{%|{{Q|T-shirt|Insulation Factor - Cold}}+{{Q|Pants|Insulation Factor - Cold}}}})
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* Tribalwear has much better insulation from heat ({{%|{{P|Insulation Factor - Heat}}}} vs. {{%|{{Q|T-shirt|Insulation Factor - Heat}}+{{Q|Pants|Insulation Factor - Heat}}}})
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* Tribalwear has a lower material cost ({{P|Resource 1 Amount}} vs. {{#expr:{{Q|T-shirt|Resource 1 Amount}}+{{Q|Pants|Resource 1 Amount}}}})
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* Tribalwear has a lower work cost ({{ticks|{{P|Work To Make #}}}} vs. {{ticks|{{Q|T-shirt|Work To Make #}}+{{Q|Pants|Work To Make #}}}})
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This makes use of pants and t-shirt essentially irrelevant. In every way the t-shirt has an advantage over the button-down, the tribalwear has an even larger advantage with the sole exception of not covering the shoulders. Thus, no matter which stats you wish to prioritize, it is essentially always better to pick either the button-down or tribalwear over the t-shirt and pants.
  
 
=== Prisoner Clothing ===
 
=== Prisoner Clothing ===
 
Tribalwear is ideal for [[prisoners]] and non-combat [[slaves]]{{IdeologyIcon}} since it offers essential bodily coverage, it's cheap, and it offers less protection than other clothing. This ensures that prisoners can be downed more easily in the event of prison breaks or slave rebellions. As prisoners will often only put on the bare minimum clothing to not be considered naked, the increased insulation over other options also helps prevent issues with extreme temperatures that would otherwise require finagling another insulating item on to the prisoner.
 
Tribalwear is ideal for [[prisoners]] and non-combat [[slaves]]{{IdeologyIcon}} since it offers essential bodily coverage, it's cheap, and it offers less protection than other clothing. This ensures that prisoners can be downed more easily in the event of prison breaks or slave rebellions. As prisoners will often only put on the bare minimum clothing to not be considered naked, the increased insulation over other options also helps prevent issues with extreme temperatures that would otherwise require finagling another insulating item on to the prisoner.
  
You can force prisoners to wear tribalwear by stripping them, and then ensuring there's a stockpile of tribalwear in their cell/barracks. This also has the benefit of removing their armor, which can be smelted or used to your benefit.
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You can force prisoners to wear tribalwear by stripping them before capturing and then ensuring there's a stockpile of tribalwear in their cell/barracks. This is especially important in the mid-game and beyond, when enemies frequently spawn with high-tier equipment that is both dangerous to allow them to keep, and valuable for colony use, smelting or sale.
 
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{{Apparel Material Table}}
=== Crafting for Trade ===
 
Tribalwear has the highest ratio of "materials" / "work to craft" of all clothing: 60 material for 30 work, so 2:1 (the next highest are [[t-shirt]] and [[pants]] at 1.5:1).  Therefore, if you have a large pile of textiles you would sell — to a [[Trade#Bulk_goods_trader|bulk goods trader]] or a base — and a good crafter, and you'd like to convert it into high-quality clothing to increase its value before selling it, then turning it into tribalwear is the fastest way.  Tribalwear is also relatively value-dense: it's 60 material per item (and therefore per shelf slot), which is somewhat less than the [[jacket]] (70 material), [[duster]], [[cape]], and [[parka]] (all 80 material); but it's also ''much'' lighter at 0.5 kg, compared to the 1.5 kg jacket, 2 kg cape, 2.2 kg duster, and 4 kg parka, making it convenient for caravanning.
 
 
 
{{Apparel Stats Table}}
 
  
 
== Version history ==
 
== Version history ==
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* '''Beta 19/1.0''': colonists can now wear armor vests with tribalwear.
 
* '''Beta 19/1.0''': colonists can now wear armor vests with tribalwear.
  
{{Nav|clothing|wide}}
 
 
[[Category:Clothing]]
 
[[Category:Clothing]]
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{{nav|clothing|wide}}

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