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Also, it's not clear if you realize that there is more to apparel than just 'what it covers'. Apparel also has a "layer". So you can wear more than one thing that cover the same part of the body, if they don't share the same layer.
Shirt covers the torso, for example, and is the skin layer. A jacket also covers the torso, but it is the outer layer. So you can have pawns wear both. There's more layers than just that, but that's an example.
I use this mod so that I can quickly visualize what parts and layers a pawn has equipped, in a layout that is familiar to me because I've played RPG's for many years:
https://steamcommunity.com/sharedfiles/filedetails/?id=2478833213
Another mod I subscribed to, but haven't used yet, is this one which looks to have some very interesting features for easily keeping the whole layer/body part thing readily apparent when making apparel policies:
https://steamcommunity.com/sharedfiles/filedetails/?id=3231731155
@OP - This may also be useful as a reference: https://rimworldwiki.com/wiki/Apparel_layers
Its when I go to make a piece of clothing where my problem is cause it kinda regurgitates info all over me before my smooth brain can keep up
Thankyou for your reply.
My approach was to first create the apparel policies and then go to the work benches to actually make the things I needed for those policies. Doing it that way, I didn't need to care about the details at the crafting bench, because i already knew which specific apparel items I would be making.
If you do it that way, that 2nd mod should be helpful.
But honestly, the game doesn't actually have all that much apparel, so in short order you'll just know what covers what, because it's not all that many things to learn. Until you start using mods that add a bunch more gear....
Then let your own people decide for themselves what (non-armour) clothing they want to wear. :-)
It's how you automate the long-term supply of your apparel without ever needing to get involved unless you want to change what you are making.
The reason you might want to set the durability is because your people don't like wearing clothes that are falling apart, and they'll get a mood debuff for it (-3 to -5, depending upon how damaged the item is).
(The item that gets crafted will be at 100% durability, yes. But the bill is checking against what you already have, to know when to make a replacement.)
In the early game, your pawn's moods are a relatively minor thing - but as you progress through the game and have more wealth in your colony, the mood-management becomes more important and even a "Ate without table" (-3) can cause someone to have a tantrum if they were already close to their breaking-point.
It also lets you define 'everybody' by assigned apparel policies, so you can quite literally have it craft exactly what your colonists need for the policies you have assigned and keep 0 extra in storage. The bills will unpause shortly before the colonist is going to need a new one, basically.