Clothing can be manufactured at:
- Hand-tailoring bench
- A neolithic production facility
- Electric tailoring bench
- An upgraded hand-tailoring bench that runs on electricity (or without at reduced production speed)
- Crafting spot
- All factions can make tribalwear, while tribal factions can also make tribal headdresses, war masks, and war veils at a crafting spot
Manufacturing clothing uses the colonist's Crafting skill.
Clothes are made from fabric and leather. While its stats vary heavily based on the material, clothing offers little protection from violence, but very good insulation.
Picking the right material for any piece of clothing is far from arbitrary and the default setting will just have nearly all materials checked. The algorithm by which the crafter picks which material to use is unknown.
Advanced fabrics tend to have way better armor values and at least comparable thermal resistance values, meaning they can easily replace cloth in every application but are harder to come by.
Wool is a subtype of Fabric. Can only be acquired from domesticated animals, and have high Thermal Multipliers. It offers very weak protection and is highly flammable. Care must be taken to not mix up the Wool and Leather from an animal, as those have very different values.
Leathers and Skins
Leathers offer pretty good defense and are easy to acquire in most biomes as a sub product of hunting. Leather are defined by the type of animal they were taken from. While they generally provide good armor, their thermal resistance tends to be all over the place - way below and way above cloth. They always have a high Flame and Blunt damage resistance, with low flammability.
Unlike other clothing, headgear is made almost exclusively from Fabric.
|Name||Research Requirement||Fabric||Leathery||Sharp||Blunt||Heat||Cold Insulation||Heat Insulation||Special||Upper Head||Full Head|
|Cowboy hat||Complex Clothing||Y||Y||20%||20%||20%||10%||50%||+10% Social Impact||Y||N|
|Bowler hat||Complex Clothing||Y||Y||20%||20%||20%||10%||40%||+15% Social Impact||Y||N|
|Tribal headdress||None||Y||N||20%||20%||20%||10%||15%||+15% Social Impact||Y||N|
|War veil||None||Y||N||20%||20%||20%||5%||5%||+5 Pain Shock Threshold||N||Y|
|Top hat||Noble Apparel||Y||Y||0%||0%||0%||0%||0%||+20% Social Impact||Y||N|
|Ladies hat||Noble Apparel||Y||Y||0%||0%||0%||0%||0%||+20% Social Impact||Y||N|
|Coronet||Royal Apparel||N||N||0%||0%||0%||0%||0%||+20% Social Impact||Y||N|
|Crown||Royal Apparel||N||N||0%||0%||0%||0%||0%||+20% Social Impact||Y||N|
|Name||Fabric||Leathery||Armor||Cold Insulation||Heat Insulation||Upper Body||Lower Body||On Skin||Middle||Shell|
- See also: Clothing Layers
On Skin Layer
This layer is dominated by two options: Tribalwear or Shirt + Pants
Tribalwear offers the best thermal insulation. Meanwhile, Shirt+Pants in turn has better armor values and coverage. The T-shirt is an inferior version of the button down shirt and should be avoided unless its reduced material cost is helpful.
The middle layer is not used by any clothing. It is primarily the realm of Armors, which use it to lock out against another.
The Shell layer is primarily for armor and additional clothing layers. They can be combined with shirts, Flak Pants, and Flak Vest.
The Parka is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values.
The Duster is a cowboy attire. Aside from good heat insulation, it also offers decent protection.
The Jacket is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.