Difference between revisions of "Tribalwear"

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m (clean up, typos fixed: Therefore → Therefore,)
(Update tribalwear for 1.0, add comparison to other skin clothing options)
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|type = Gear
 
|type = Gear
 
|type2 = Clothing
 
|type2 = Clothing
|buy =  {{icon|cloth|35}}
+
|buy =  {{icon|cloth|60}}
 
|hp = 100
 
|hp = 100
|work to make = 54
+
|work to make = 30
 
|marketvalue  = 82.8
 
|marketvalue  = 82.8
|insulationcold = 10
+
|insulationcold = 0.55
 +
|insulationheat = 0.55
 +
|armorsharp = 20
 +
|armorblunt = 20
 +
|armorheat = 20
 
|mass base = 0.4
 
|mass base = 0.4
 
}}</onlyinclude>
 
}}</onlyinclude>
 +
 
==Summary==
 
==Summary==
 
====Overview & Obtaining====
 
====Overview & Obtaining====
Tribalwear is the only neolithic garment in RimWorld, and covers the torso, neck, and legs. Tribalwear requires 60 resources to make, less than the 80 required to make a set of T-shirts and pants. As well as providing some insulation, Tribalwear will remove the 'Naked' thought debuff from both genders of colonist. Tribalwear can either be crafted, or stripped from Tribal raiders.
+
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====
 
====Crafting====
As a neolithic garment, tribalwear can be constructed at a [[crafting spot]], or [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|bench]] - the former option not requiring any research whatsoever. A piece of tribalwear requires 60 of any textile, and 30 seconds of work (1,800 ticks) to be created, assuming baseline global work speed, [[consciousness]], [[sight]], and [[manipulation]].
+
As a neolithic garment, tribalwear can be constructed at a [[crafting spot]], or [[Hand-tailoring bench|tailoring]] [[Electric tailoring 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====
 
====Conclusion & Comparison====
Tribalwear insulates better than a set of [[pants]] combined with a [[button-down shirt]] (10 Degrees Celsius vs. 7), but tribalwear offers absolutely no protection unless made from a material which offsets protection (e.g. [[Devilstrand]]). Additionally; [[armor vest]]s can't be worn on top of tribalwear, as tribalwear occupies the on-skin and middle slots for apparel. Therefore, Tribalwear should only really be made early-game when you start getting new colonists (which may not be sufficiently clothed), and when you typically won't have many textiles in storage yet - or when in crisis where you desperately need new clothes and there are no other alternatives (extreme case).
+
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====
 
====Prisoner Clothing====
Tribalwear is ideal for prisoners though as it offers essential bodily coverage, it's cheap, and also offers no protection: making prison breaks easier to deal with as prisoners can be downed easier (especially important through mid-late game when enemies frequently spawn with armoured vests). You can force prisoners to wear tribalwear by stripping them before capturing, and then ensuring there's a higher priority stockpile specifically for Tribalwear in their cell/barracks.
+
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.
  
 
==Insulation Information==
 
==Insulation Information==
The following table(s) will display how good some normal quality Tribalwear is at insulating when made from various materials...
+
Tribalwear offers a good amount of insulation from heat (55%), and a good amount of insulation from cold (55%).
{{tag/Keeps Warm|10}}
+
The exact insulation in-game depends on the [[textile]] used and the [[quality]] of the crafted item.
 
+
Assuming normal quality, tribalwear offers:
 +
{{tag/Keeps Cool|0.55}}
 +
{{tag/Keeps Warm|0.55}}
  
 
[[Category:Clothing]]
 
[[Category:Clothing]]
 
{{nav|clothing|wide}}
 
{{nav|clothing|wide}}

Revision as of 05:20, 24 July 2019

Tribalwear

Tribalwear

"A garment crafted without machines using neolithic tools."

Base Stats

Type
GearClothing
Market Value
83 Silver
Mass
0.4 kg
HP
100

Apparel

Insulation - Cold
0.55 °C (1 °F)
Insulation - Heat
0.55 °C (1 °F)
Armor - Sharp
20%
Armor - Blunt
20%
Armor - Heat
20%

Creation

Work To Make
30 ticks (0.5 secs)

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 tailoring 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 vests). 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.

Insulation Information

Tribalwear offers a good amount of insulation from heat (55%), and a good amount of insulation from cold (55%). The exact insulation in-game depends on the textile used and the quality of the crafted item. Assuming normal quality, tribalwear offers:

Keeps Cool
Maximum
Fabric Alpaca wool +8.8°C
Cloth +9.9°C
Devilstrand +13.2°C
Hyperweave +14.3°C
Megasloth wool +6.6°C
Muffalo wool +6.6°C
Synthread +12.1°C
Leather Bearskin +11°C
Birdskin +5.5°C
Bluefur +8.8°C
Camelhide +13.2°C
Chinchilla fur +8.8°C
Dog leather +8.8°C
Elephant leather +6.6°C
Foxfur +8.8°C
Heavy fur +7.7°C
Human leather +6.6°C
Lightleather +6.6°C
Lizardskin +6.6°C
Panthera fur +13.2°C
Patchleather +4.95°C
Plainleather +8.8°C
Rhinoceros leather +7.7°C
Thrumbofur +12.1°C
Wolfskin +8.8°C
Keeps Warm
Minimum
Fabric Alpaca wool −16.5°C
Cloth −9.9°C
Devilstrand −11°C
Hyperweave −14.3°C
Megasloth wool −18.7°C
Muffalo wool −15.4°C
Synthread −12.1°C
Leather Bearskin −11°C
Birdskin −5.5°C
Bluefur −11°C
Camelhide −8.8°C
Chinchilla fur −16.5°C
Dog leather −7.7°C
Elephant leather −7.7°C
Foxfur −11°C
Heavy fur −16.5°C
Human leather −6.6°C
Lightleather −6.6°C
Lizardskin −6.6°C
Panthera fur −8.8°C
Patchleather −4.95°C
Plainleather −8.8°C
Rhinoceros leather −7.7°C
Thrumbofur −18.7°C
Wolfskin −13.2°C