A tough fabric jacket with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.
- Insulation - Cold
- 14.4 °C (25.9 °F)
- Insulation - Heat
- 3 °C (5.4 °F)
- Armor - Sharp
- Armor - Blunt
- Armor - Heat
- Clothing For Nudity
- Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
- Required Research
- Flak armor
- Skill Required
- Crafting 4
- Work To Make
- 14,000 ticks (3.89 mins)
Flak jackets can be crafted at a Machining table once the Flak armor research project has been completed. They require 70 Steel, 50 Cloth, 1 Component, 14,000 ticks (3.89 mins) of work, and a Crafting skill of 4.
When equipped, a flak jacket reduces the pawn's base move speed by −0.12 c/s. As offsets such as these apply before multiplicative effects such as from Moving capacity, the actual impact on move speed can be larger or smaller than this value. For example, a pawn with 125% Moving would have their speed decreased by −0.15 c/s, while a pawn with only 50% Moving would only have their speed decreased by −0.06 c/s. See Move Speed for details.
In general, you should prioritize getting flak vests for your all relevant colonists, before making jackets. Vests are cheaper, provide much more armor, and cover everything the jacket does except for the arms - which can eventually be replaced. For reference, a normal flak vest has 100% Sharp armor, compared to 40% Sharp from a normal jacket. As jackets can be worn over a flak vest, this does not mean that jackets are bad. Just create the vests, first.
Overall, flak jackets have low resource costs and accessible research. Combined with vests, and they can provide useful protection in the early-mid game.
However, devilstrand dusters are almost strictly superior. They provide slightly more sharp & blunt protection, significantly more heat insulation, protect the legs, and have no movement speed penalty - their only statistical downside being a tiny decrease in cold insulation. Devilstrand has the advantage of being growable, unlike steel. Mid-late game colonies are often able to grow enough devilstrand for dusters, making flak jackets obsolete. Other late-game materials, such as hyperweave and thrumbofur, are rarer, but offer even more protection.
For the full effects of qualities, see Quality.
|This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled.|
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
- 1.0.0 - Added. Still using jacket art.