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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]].
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Compared to wearing both a button-down shirt and pants:
 
Compared to wearing both a button-down shirt and pants:
* 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 (which account for roughly 17% of attacks).
 
* 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}}}})
 
* 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}}}})
 
* 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.
 
* 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.
  
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=== Crafting for Trade ===
 
=== 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.
 
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.
 
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{{Apparel Material Table}}
{{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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