![]() That said, even as less protective items of clothing, hyperweave still offers decent protection. For ease of comparison, see the table on the Textiles page, as well as the material table below and on the Tailcap page.įor the full effects of qualities, see Quality. Hyperweave should be preferentially turned into dusters to fully exploit its protective stats, and only if there is a significant surplus should it be turned pants and button-down shirts. 0.3 Armor Factor - Blunt 0.3 Armor Factor - Heat 0.3 Coverage Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg Layer Outer Creation Crafted At / Required Research Complex clothing Work To Make 10,000 ticks ( 2. Thus, when deciding between the tuque and the tailcap, it largely comes down to that stats of the textiles are available. Thus, the differences between the two pieces of headwear come primarily from the materials that are used to make them rather than items themselves. The tailcap is essentially a tuque made with leather instead of fabric, to the point where it is largely statistically identical. If you expect your colonists to experience both hot and cold extremes, having both types of hats on hand would be wise. When starting a tribal faction, there's a chance one of your starting tribespeople. Parkas can also be purchased from traders, crafted, or stripped from Outlanders, Pirates, or Tribals - this being the only garment that can be found worn by all existing human factions. Even a common cloth tuque of normal quality would provide 5.2 ☌ (9.4 ☏) better cold protection than an elite guinea pig fur cowboy hat or bowler. A parka requires 80 of any textile, and 8,000 ticks ( 2.22 mins) of work. The warmest valid choices, starting with megasloth wool 34 ☌ (61.2 ☏), can be compared on the table, below.Ĭompared to cowboy hats and bowler hats, tuques don't offer any heat insulation or social impact bonus, but provide identical armor (which varies only with material) and much better cold insulation. If you look at the clothing items stats it’ll say what the comfortable temperatures will be for whoever wears it Ardvilard 4 yr. Tuques are limited to fabrics only - this makes a number of low cost, high insulation materials such as the wools available as an option, but also makes it so it cannot make use of the best warmth textile, guinea pig fur with a value of 38 ☌ (68.4 ☏). Tuques, like parkas, significantly improve minimum comfortable temperature, meaning they're designed for colder biomes, especially the more extreme ones which can drop below -30 ☌ (-22 ☏) in Winter (sea ice, ice sheets, tundras, boreal Forests). Various tasks for clothing production are set at the tailor bench. There are various bills that can be created for colonists with the work 'tailor'. Tuques can also be purchased or stripped from Outlanders and Pirates. For the production of clothing you either need a crafting spot (for stone age colonies) or a tailor bench (unlocked through the research 'Complex clothing'). Leathers cannot be used to create tuques. They require 20 Stuff ( Fabric), 1,200 ticks ( 20 secs) of work, and a ] skill of. Tuques can be crafted at a Hand tailor bench or Electric tailor bench once the Complex clothing research project has been completed.
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