RimWorld

RimWorld

How do I know what clothes are warm/cool?
There are no stats to see what clothes are better for keeping people warm or cooler.

Or is there? Need some help, every time I play the heat/cold is a serious issue.
Last edited by BasenjiMaster; Jun 6, 2018 @ 11:46am
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Showing 1-15 of 18 comments
elipod Jun 6, 2018 @ 11:53am 
Find " i " button, when piece of apparel on ground is selected, or in "gear" tab, if colonist is selected.
BasenjiMaster Jun 6, 2018 @ 12:01pm 
So I have to craft everything first with every thinkable type of material? Is there no way to know in the bill menu before crafting?
Last edited by BasenjiMaster; Jun 6, 2018 @ 12:02pm
Yes there are, you can click on a button which brings up the clothing's info and shows what it affects.

In general the following have the most impact on temperature (assuming normal quality and made of cloth):
Duster (+15c max, -15c min, good for any climate)
Parka (-3c max, -45c min, bad in deserts, good in sea ice)
Cowboy hat (+8c max)
Jacket (-15c min)
Tuque (-2c max, -10c min)

Most other clothes give -3 or 4c minimum temp. Material can drastically change the values e.g. muffalo wool (300% to min/max temp) duster of normal quality is +-45c which means all but the most extreme climates don't matter.
AlexMBrennan Jun 6, 2018 @ 12:16pm 
Is there no way to know in the bill menu before crafting?
Once you created the bill you can click on the "details" button and read detailed item properties. Before you create the bill you can only see item costs because Tynan apparently wants to maximize the number of clicks necessary to complete the action.
https://steamcommunity.com/sharedfiles/filedetails/?id=1399610154
Last edited by AlexMBrennan; Jun 6, 2018 @ 12:17pm
Monoxide Jun 6, 2018 @ 12:16pm 
Its good to have an idea of which types of clothes warm/cool - even if you arent struggling, keeping pawns moods up is good. In a warmer climate, having cowboy hats will help keep your pawns cooler in the heat. Tuques for cold.
BasenjiMaster Jun 6, 2018 @ 12:42pm 
So i created a bill, went into details, and still nothing that tells me what material will create warmth.
That list Khan supplied above is great, but where are you finding the stats?
BasenjiMaster Jun 6, 2018 @ 12:44pm 
Oh, just found it by going into the "i" again when in detail.

Wow, so i have to click in 4-5 steps just to find that. Am I going to have to do that for every type of material to try to find what gives most warmth?
Ozymandias Jun 6, 2018 @ 12:50pm 
Originally posted by BasenjiMaster:
Oh, just found it by going into the "i" again when in detail.

Wow, so i have to click in 4-5 steps just to find that. Am I going to have to do that for every type of material to try to find what gives most warmth?
Every time you forget which material does what, indeed. But as you train your memory, it'll become more and more reliable.
elipod Jun 6, 2018 @ 12:52pm 
You can also get info tab on raw material, it lists multipliers and offsets applied to crafted items. Generally, you want to get wool for insulating clothes. Cotton cloth has baseline stats, leathers are rougly same as cloth in insulation but better at defence.
Last edited by elipod; Jun 6, 2018 @ 12:55pm
cstoneburner Jun 6, 2018 @ 12:54pm 
https://rimworldwiki.com/wiki/Clothing has a lot of that info for vanilla clothing
https://rimworldwiki.com/wiki/Apparello_(mod) has it for things from the apparello mod
BasenjiMaster Jun 6, 2018 @ 1:04pm 
Thanks for the help guys. I can hope it gets more user friendly down the road. Will read up on them wikis.
Originally posted by BasenjiMaster:
So i created a bill, went into details, and still nothing that tells me what material will create warmth.
That list Khan supplied above is great, but where are you finding the stats?
A mixture of looking at the core files and memory. I tend to only use three different materials, cloth because its quick and baseline, Devilstrand if I want protective clothes but cannot afford power armour, Muffalo wool if I need to worry about temperatures. Otherwise its whatever I have a lot of.
Astasia Jun 6, 2018 @ 1:41pm 
Originally posted by BasenjiMaster:
Oh, just found it by going into the "i" again when in detail.

Wow, so i have to click in 4-5 steps just to find that. Am I going to have to do that for every type of material to try to find what gives most warmth?

No. You only need to remember two things, wool/camelhair is for temperature regulation (they are all good enough for any map, hot or cold), devilstrand is good for defense. That's really it.

Hyperweave and thrumbofur also have high defenses, but it's unlikely you will ever get enough to do anything meaningful with them. All the leathers suck, sell them. Human leather provides mood buffs or debuffs depending on traits, but that's not listed on the stats. Basic cloth keeps colonists from getting the naked debuff, that's about it, but it's easy to make. Use cloth before you get wool or devilstrand, unless you are running a bloodlust/cannibal colony in which case use human leather.
Last edited by Astasia; Jun 6, 2018 @ 1:41pm
ignis Jun 6, 2018 @ 2:54pm 
Originally posted by Astasia:
All the leathers suck, sell them.
Leather is okay for pants or shirts, since they don't provide any meaningful stats unless material has nitable stat offset. Also, producing leather dusters is a great way to both make profit and train crafters since dusters have best both material/experience and material/price ratios. And most leathers is beter than cloth.
Last edited by ignis; Jun 6, 2018 @ 2:55pm
Astasia Jun 6, 2018 @ 3:09pm 
Originally posted by ignisru:
Also, producing leather dusters is a great way to both make profit and train crafters since dusters have best both material/experience and material/price ratios.

In either case, sell them. The point of leather is to make money, not to be used as actual clothing (unless you are on a map with very limited growing). You can grow a ridiculous amount of cloth and use that for all early game clothing needs, you'll get more value out of leather by selling it, either raw or crafted into something. The 1-3% difference in protection isn't worth not selling them.

Arguably the stats on devilstrand aren't really worth it either. Clothing is still just clothing and in the best case scenario still doesn't provide any real protection compared to vests or power armor, and factoring in minimum damages and diminishing returns the difference between cloth and devilstrand/hyperweave is trivial. It's a goal at any rate, and you can at least mass produce devilstrand eventually.
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Date Posted: Jun 6, 2018 @ 11:46am
Posts: 18