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Clothing can be made from textiles at a tailoring bench. They can be also be purchased via trade, salvaged from other humans via the strip order, or dropped by a colonist. Clothes stripped from dead bodies have the "Tainted" modifier, which lowers its value and gives a mood debuff to wearers of the piece of clothing.
Clothing can be manufactured at:
- Hand tailor bench
- A neolithic production facility
- Electric tailor bench
- An upgraded hand tailor bench that grants a faster production speed while powered or at the same speed as its lesser version without power.
- Crafting spot
- All factions can make tribalwear, while tribal factions can also make tribal headdresses, war masks, and 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|
|Psychic foil helmet||N/A||N||N||9%||9%||27%||2°C||1°C||-90% Psychic Sensitivity||Y||N|
|Top hat||Noble Apparel||Y||Y||0%||0%||0%||10%||25%||+20% Social Impact||Y||N|
|Ladies hat||Noble Apparel||Y||Y||0%||0%||0%||10%||25%||+20% Social Impact||Y||N|
|Beret||Noble Apparel||Y||Y||0%||0%||0%||7%||15%||+10% 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|
|Stellic crown||N/A||N||N||0%||0%||0%||0%||0%||+20% Social Impact||Y||N|
|Hood||N/A||Y||Y||0%||0%||0%||10%||25%||+20% Social Impact||Y||N|
|Name||Fabric||Leathery||Armor||Cold Insulation||Heat Insulation||Upper Body||Lower Body||On Skin||Middle||Outer||Market Value||Material Amount|
- See also: Clothing Layers
On Skin Layer
Tribalwear offers the best thermal insulation. Meanwhile, Button-down 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 as a t-shirt and pants offers identical coverage and worse stats and material cost than tribalwear of the same quality and material.
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 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.