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− | {{ | + | <onlyinclude> |
− | | name = Tribalwear | + | {{infobox main |
− | | image = Tribalwear.png | + | |name = Tribalwear |
− | | description = A | + | |image = Tribalwear.png|Tribalwear |
− | | type = Gear | + | |description = "A garment crafted without machines using neolithic tools." |
− | | type2 = Clothing | + | |type = Gear |
− | + | |type2 = Clothing | |
− | | hp = 100 | + | |hp = 100 |
− | | work to make = 1800 | + | |work to make = 1800 |
− | + | |resource 1 = Stuff | |
− | | resource 1 = Stuff | + | |resource 1 amount = 60 |
− | | resource 1 amount = 60 | + | |stuff tags = Leathery, Fabric |
− | | stuff tags = Leathery, Fabric | + | |insulationcoldfactor = 0.55 |
− | | insulationcoldfactor = 0.55 | + | |insulationheatfactor = 0.55 |
− | | insulationheatfactor = 0.55 | + | |armorsharpfactor= 0.2 |
− | | armorsharpfactor = 0.2 | + | |armorbluntfactor= 0.2 |
− | | armorbluntfactor = 0.2 | + | |armorheatfactor= 0.2 |
− | | armorheatfactor = 0.2 | + | |mass base = 0.4 |
− | + | |coverage = Torso, Left Leg, Right Leg | |
− | + | |layer = Skin | |
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− | | mass base = 0. | ||
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− | | coverage = Torso, Left Leg, Right Leg | ||
− | | layer = Skin | ||
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| thingCategories = Apparel | | thingCategories = Apparel | ||
| tags = Neolithic | | tags = Neolithic | ||
− | + | }}</onlyinclude> | |
− | }} | ||
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− | == | + | ==Summary== |
− | + | ====Overview & Obtaining==== | |
+ | Tribalwear is the only neolithic garment in RimWorld, and covers the torso and legs. Tribalwear requires 60 of any [[textile]] to make, less than the 85 required to make a [[button-down shirt]] and [[pants]]. As well as providing some insulation, tribalwear removes the 'Naked' thought debuff from colonists of both genders. Tribalwear can either be crafted or stripped from Tribal raiders. | ||
− | + | ====Crafting==== | |
+ | As a neolithic garment, tribalwear can be constructed at a [[crafting spot]], or [[Hand tailor bench|tailor]] [[Electric tailor bench|bench]] - the former option not requiring any research whatsoever. A piece of tribalwear requires 60 of any [[textile]], and 30 units of work. | ||
− | == | + | ====Conclusion & Comparison==== |
− | + | 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 from cold (55% vs. 46%) | ||
+ | * Tribalwear has much better insulation from 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. | ||
− | + | ====Prisoner Clothing==== | |
− | + | Tribalwear is ideal for prisoners, since it offers essential bodily coverage, it's cheap, and offers little protection. This makes prison breaks easier to deal with as prisoners can be downed easier (especially important through mid-late game when enemies frequently spawn with [[flak vest]]s). 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. | |
− | + | {{Apparel Material Table}} | |
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− | + | == Version History == | |
+ | *Alpha 7 - -10% workspeed, -10% movespeed penalties added | ||
+ | * ?? - -10% workspeed, -10% movespeed penalties removed | ||
+ | *Beta 19/1.0 - Colonists can now wear armor vests with tribalwear | ||
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[[Category:Clothing]] | [[Category:Clothing]] | ||
+ | {{nav|clothing|wide}} |