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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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* 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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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.
  
{{Apparel Stats Table}}
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{{Apparel Quality 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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