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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
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.
"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%).
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.