RimWorld

RimWorld

Proper apparel
2 full rotations of seasons is all the Rimworld experience I have. I just figured how to let pawns dress themselves with best available clothes to eliminate the forced and tattered moods.
But a question about making clothes:
When tailoring, Do I edit which materials are being used depending on the piece?
Cotton for T shirts, leather for dusters, wool for parkas ,etc?
Last edited by Sanfranman491; Mar 7, 2022 @ 12:56pm
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Showing 1-15 of 18 comments
Jirki88 Mar 7, 2022 @ 2:04pm 
If you have options, that can be helpful. Different materials give different bonuses to armor or heat/cold tolerance.
glass zebra Mar 7, 2022 @ 2:11pm 
While what you said sounds smart, for the most part you won't need wool parkas unless you are playing in extreme cold. You can use leather for that little bit of extra protection (though without strong leather it does not matter much) or wool tuques if you really need much cold protection, but just making everything out of cloth is fine for the start. If you get some decent material, dusters from it can help a bit.
Makeithappen Mar 7, 2022 @ 2:18pm 
What glass zebra said. Also...
https://www.youtube.com/watch?v=uNlWKMhmssM This guide help me to craft new clothes when needed.
And the wiki also shows the stats of textiles. You catagorize each stat to see which is best for what. And if you click say megasloth wool it will have a detailed description of how it fits in with other textiles.
https://rimworldwiki.com/wiki/Textiles
coyo7e Mar 7, 2022 @ 2:55pm 
Once you have enough clothing laying about and/or worn to keep warm/cool, cloth and wool are mostly useless outside of using them to make chairs or poker tables or fodder for trading. Leather, devilstrand, hyperweave etc are strictly better across the board in almost all circumstances, since they give far superior armoring and can give as good or better protection from weather than cloth and wool can.
Makeithappen Mar 7, 2022 @ 3:10pm 
I use wools for chairs to beautify my rooms.
Morkonan Mar 7, 2022 @ 6:08pm 
Originally posted by Sanfranman491:
...
But a question about making clothes:
When tailoring, Do I edit which materials are being used depending on the piece?
Cotton for T shirts, leather for dusters, wool for parkas ,etc?

Yes, you can. But aside from the useful advice above, I'll add: Get your Tailor's Crafting skill up by using renewable resources like Cotton or Wool, if you have it and wool-producing animals in abundance, first.

Don't try to make crappy parkas with an incompetent crafting Tailor using expensive Devilstrand or Hyperweave...

So, mass produce a bunch of cheap cotton wear if you don't actually HAVE to have wool parkas/etc, and get that skill up. Sell your overage and keep a small stockpile with Crafting orders designed to keep it filled up just enough to keep up with demand. Until I get a very good, renewable, supply of something like Devistrand and/or Wool, I only sell the cheap cotton crap. It's well made, though. (I sell piles of cotton Tribalware to "Hospitality Mod" guests. :)) I usually end up scaling Cotton production back somewhere around the ending part of the Early Gameplay, before I get to Mid-Game.

One primary goal I have when starting a new game is to get Tailoring and clothing production up and running at a "decent" level by the time the first clothes start to wear out.
Sanfranman491 Mar 8, 2022 @ 2:46pm 
Originally posted by JohnWick:
I use wools for chairs to beautify my rooms.
I like that
Sanfranman491 Mar 8, 2022 @ 2:47pm 
Thanks everyone. Great answers
Sanfranman491 Mar 8, 2022 @ 2:50pm 
So some clothes in storage may say good but have a low percentage. Or may said poor with a higher number. What am I looking for when using them, the higher percentage or the level of quality? Those 2 confuse me.
glass zebra Mar 8, 2022 @ 2:56pm 
The percentage is how long they last. It's just their hit points. If it goes below 50%, people will get a debuff for wearing that clothing. They will automatically go and change for stuff with higher hit points at that point. Just make sure you have some spare clothing (you can just put "make until 1 + over 50% hit points" in the bill).

"good" "poor" is the quality and affects their stats. The hit points have no affect on wearing until 50% and then it's just a mood debuff. It will however reduce their sell value (if under 90%).
Last edited by glass zebra; Mar 8, 2022 @ 2:56pm
Sanfranman491 Mar 9, 2022 @ 1:24pm 
Originally posted by glass zebra:
The percentage is how long they last. It's just their hit points. If it goes below 50%, people will get a debuff for wearing that clothing. They will automatically go and change for stuff with higher hit points at that point. Just make sure you have some spare clothing (you can just put "make until 1 + over 50% hit points" in the bill).

"good" "poor" is the quality and affects their stats. The hit points have no affect on wearing until 50% and then it's just a mood debuff. It will however reduce their sell value (if under 90%).
Aah, good stuff. You cleared that right up. Thanks
FatalCharm Mar 9, 2022 @ 1:58pm 
Plant Devilstrand
Mentat76 Mar 10, 2022 @ 10:17pm 
you almost never need winter clothing when you place your base in the tropic climate.
sono Mar 11, 2022 @ 1:16am 
Some further info on quality: it affect everything, but early on you shouldn't worry about it too much besides trying to get everything up to 'normal'. Higher quality items last longer, have more beauty and are worth more. Apparel also gets improved protection at higher quality, so if you've got a lot of material and time you can keep making stuff until you get higher quality results.

As for materials: Outside of difficult biomes, temperature stats on materials don't matter much. For protection, the best materials in descending order are Hyperweave, Thrumbofur, Devilstrand, Leathers from big animals. Cloth is pretty bad at everything, but it's easy to get and is better than nothing.

Realistically, you're going to start with a mismatch of leather and cloth items while you wait for devilstrand to grow, then wear mostly that since Thrumbofur and Hyperweave are hard to get.

As for what to prioritize? Until you have enough good material for every item, use the better materials for the clothing that covers the most, since that provides the most value. Generally, that means dusters. Everyone uses dusters for a reason.

The standard unmodded outfit is a Duster, Button-down shirt (covers more than a regualr shirt = more protection), pants and a cowboy/bowler hat. Add a flak vest for decent torso protection as needed/researched.

Marine armor takes up the same slots as a duster and flak vest while only mildly increasing protection for the torso, especially since it's easy to keep crafting dusters until you get a high quality one. You'll want to switch over eventually to protect your fragile limbs, but a devilstrand duster works well until you get the needed supplies.

For reference: Normal clothing gives the default armor, Good gives +15%, Excellent +30%, Masterwork +45% and Legendary +80%.

Most of this info can be found on the wiki, which is pretty well laid out.


Overall, you need to keep in mind that it's more important to get your pawns clothed than to do so optimally. Ideally, you should be using cover to decrease the damage you take rather than armor. Even the best armored pawn can still die instantly to a lucky arrow due to how the system works, so not getting hit is better than good armor.
MP Mar 11, 2022 @ 6:13am 
"You don't really need wool parka unless you play in extreme cold", they said... There are way too many cold snaps not to make wool parkas.
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Date Posted: Mar 7, 2022 @ 12:54pm
Posts: 18