RimWorld

RimWorld

How to best manage clothing?
I have 200 hours now in the game, that is not much by some´s standards, but it is not nothing.
Still, i am not sure how i would go about managing clothing for everyone in the early game best? Like, what i would want is this;

Set 1 for summer
Set 2 for winter
+ 1 optional set of "set 1 and 2" with armor, so i do not need to make them force wear armor when it is needed, but i do not want them to wear it all the time so it should be optional.

That is all i want but it seems quiet tricky in practice as you end up with many different clothing parts and items.
It is easy as long as i can produce the same item often enough, but that is more a late game thing, where everyone can have the exact same clothing, but in early game this gives me problems.

Any ideas?
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Showing 1-15 of 21 comments
Jigain Jan 13, 2022 @ 9:02am 
I don't have any problems with clothing, but then any basic clothing of any material is pretty much enough for any regular temperature map, and for the fringe cases where you don't have regular temperatures (such as a scorching desert or tundra) there's only one temperature to protect against, whether that's hot or cold.
brian_va Jan 13, 2022 @ 9:05am 
Make the base setup for summer and winter essentially the same, just swap dusters for parkas and hats for toques as the map dictates. Setup an armored version for each the same just adding armor where necessary.
Actionjackson Jan 13, 2022 @ 9:14am 
Originally posted by brian_va:
Make the base setup for summer and winter essentially the same, just swap dusters for parkas and hats for toques as the map dictates. Setup an armored version for each the same just adding armor where necessary.

I see, i try that, that sounds simple!
Astasia Jan 13, 2022 @ 9:32am 
You don't need parkas unless your map is like -100C and never has a summer. Dusters are more than good enough to keep colonists warm in winter and cool in summer. There is no need to have summer and winter clothes on any map in the game, you would have to be using a mod causing much more extreme weather shifts between seasons for that to be a thing.
Actionjackson Jan 13, 2022 @ 9:49am 
Maybe it would make sense to tell you guys why i ran into the problem in the first place...

I do play a "scenario" where research speed is down to 5% of its original value, so i am at day ~190 in game and i am still in neolithic age(also what i can buy and trade for it limited, and no resource pod or such events, all disabled).
That means i can only make tribal wear(and i get what new colonists bring with them). I do not have complex clothing yet for some time. I am researching mushrooms right now to get to medieval level.

After 3 "hop´s" i arived at the ship(that should not exist but it was a bug it seems, ship quest worked in my game(see scenario description below)) about 1 ingame year ago, it is in the desert or extreme deserts. Only wood i can get is a few cacti, i realized too late that i needed to start growing trees and cacti asap.
So in the first winter, i ran out of wood, i could barely fire the fueled stove to make food(i have slate and granite doors to save wood). A coldsnap killed 6 of my 7 colonists(all my best researchers dead) this winter by hypothermia(went down to just -30°). But it was either starve or suffer cold.

Right after that trumbeos came on the map and started to eat my young trees and cacti i planted since it was the only green on the map. It was a bad winter.
Needless to say slowly i walled everything now, my crops and trees, to protect it from animals.

In summer in heatwave it goes up to +50°, but that is less of a problem now since now i have wood for the basic wood cooler.

Anyways, the problem with the clothing was just agrevated by the lack of wood, i could not heat and so i tried to force wear them the best clothing i could scrape together. But lol, the only survivor at the time was a 69 year old that is missing a lot of fingers and toes now.

EDIT:
This is the scenario i play... in case someone want to try. Its fun ;)
https://steamcommunity.com/sharedfiles/filedetails/?id=1613752280
Last edited by Actionjackson; Jan 13, 2022 @ 10:01am
brian_va Jan 13, 2022 @ 10:01am 
Maybe play that semi nomadic, so you can move around a bit to get leathers and resources you need.
Actionjackson Jan 13, 2022 @ 10:12am 
Originally posted by brian_va:
Maybe play that semi nomadic, so you can move around a bit to get leathers and resources you need.

I think now in hindsight you are right, as long as i was not in the desert, i had temporary bases in forest and junge(to make make lots of pemmican to move on) before i got to the ship, all was going fine.

I did not realize how little wood there is in the desert.
Now i think it would have been smart to build a base as close as possible to the ship(only 2 days away are "green" sectors) and build up everything there and research and only move to the ship much later.
But i was kinda try-harding to get to the ship and build that "final" base(just like i did in the stock game sceario before), so i arived there on the last resources and was optimistic that i can make it work, and once i was in it, i was in it too deep and never got the idea to temporarylie abandom the ship and move to the forset close by.
Last edited by Actionjackson; Jan 13, 2022 @ 10:13am
brian_va Jan 13, 2022 @ 10:22am 
Send out a couple guys to do gathering and bring it back, no need to abandon the base.
AngleWyrm Jan 13, 2022 @ 10:25am 
I just make one set of clothing called 'Not Ratty' that limits the selection to 51% durability and at least Normal quality.

There's a mod that can set construction material preferences based on various stats, such as temperature, weight, speed, etc. But I don't remember/have that at the moment
Last edited by AngleWyrm; Jan 13, 2022 @ 10:37am
Actionjackson Jan 13, 2022 @ 10:26am 
Originally posted by brian_va:
Send out a couple guys to do gathering and bring it back, no need to abandon the base.

That is what i am doing now, but before i had to kill my alpacas cause they ate my crops as they ate the little weeds that grew in the desert, so either they starve or get slaughterd.

Only recently the game handed me a pair of donkey as a event, so now i have pack animal and i go out and get stuff with caravans, and also quests.
Actionjackson Jan 13, 2022 @ 10:27am 
Originally posted by AngleWyrm:
I just make one set of clothing called 'Not Ratty' that limits the selection to 51% durability and at least Normal quality.

There's a mod that can set construction material preferences, but I don't remember/have that at the moment

thanks for the input !
glass zebra Jan 13, 2022 @ 10:28am 
Originally posted by Actionjackson:
Originally posted by AngleWyrm:
I just make one set of clothing called 'Not Ratty' that limits the selection to 51% durability and at least Normal quality.

There's a mod that can set construction material preferences, but I don't remember/have that at the moment

thanks for the input !
Do note that pawns will automatically try to swap out clothes at 51% durability and try to take the best clothes available. If you have 1 type of material, they will just equip the highest quality allowed. You do not need to limit the selection on pawn's clothing restrictions, just use filters on your bills to make sure clothing like that is available to replace stuff.
brian_va Jan 13, 2022 @ 10:40am 
Originally posted by Actionjackson:
Originally posted by brian_va:
Send out a couple guys to do gathering and bring it back, no need to abandon the base.

That is what i am doing now, but before i had to kill my alpacas cause they ate my crops as they ate the little weeds that grew in the desert, so either they starve or get slaughterd.

Only recently the game handed me a pair of donkey as a event, so now i have pack animal and i go out and get stuff with caravans, and also quests.
Be mindful of the pack animals' temp ranges. Lost a bunch of them and all the crap they were hauling once because it was too cold for them.
AngleWyrm Jan 13, 2022 @ 11:08am 
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am i rogue and just let my pawns wear whatever, and let them lives with their choices?
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Date Posted: Jan 13, 2022 @ 8:46am
Posts: 21