The Slave Collar, is also unique in that it occupies the Headgear layer, but only covers the neck which is not covered by any other headgear options.Looking for more RimWorld tips and tricks? View all our RimWorld guides. This causes it to be the only headgear to conflict with the Slave Collar. Uniquely, the Broadwrap covers the neck and both shoulders. The hands and feet, across all layers, are NOT covered by any apparel present in base game. For example, pants and the t-shirt which both occupy the Skin layer do not cover the same body parts, and thus can be worn together. Items that cover multiple layers conflict with items on all layers.Īs such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. You can wear pants and a duster, since while they both cover the legs pants use the "skin" layer while a duster uses the "outer" layer.Īpparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer.You can wear pants and a button-down shirt, since while they both use the "skin" layer they don't cover the same parts.You can't wear pants as well as tribalwear, since both cover the "skin" layer and cover the legs.As such, the hands and feet which are not covered by any apparel or any layer, are omitted. Which body parts currently have items that occupy each of the layers is shown in the table on the below layers and body parts which are not currently used by gear were omitted. A distinct layer only used for the blindfold to allow it to be worn alongside headwear. There are several items that cover body parts typically covered by the other layers however, in which case this will be above them. Headgear: The fifth layer, and used for headwear.A distinct layer for utility items to allow them to be worn alongside any other apparel but not with each other. Note that it will be displayed on the pawn's sprite above all other layers, even though it is considered below the following layers for actual mechanical effects. Outer: The third layer from the body, and mostly used for apparel below the head.Middle: The second closest layer to the body, and mostly used for apparel below the head.Skin: The closest layer to the body, and mostly used for apparel below the head. The layers, from innermost to outermost, are: Layers are also used to determine the order in which armor calculations are performed, with the outermost layer's armor applying first, and progressing through the layers until the attack is stopped or there are no more layers. Items that cover multiple layers conflict with items on all layers. That location is determined by two things:Īpparel combinations are limited by layer and coverage - an item cannot be worn with another item that covers the same body parts and on the same layer. Main articles: Apparel layers and Table of Human Body Part GroupsĮach item of apparel or utility gear is worn on a specific location of the wearer's body. General summaries of the primary types are available below, and specific statistics can be directly compared on the Textiles table. The algorithm by which the crafter picks which material to use is unknown. Picking the right material for any piece of clothing is far from arbitrary and the default setting will just have nearly all materials checked. Their stats vary heavily based on the material. Same tech restrictions as hand tailor benchesĬlothes are typically made from textiles - i.e.Industrial colonies cannot craft tribal headdresses or war masksĮlectric tailor bench: An upgraded hand tailor bench that grants a faster production speed while powered or at the same speed as its lesser version while without power.Hand tailor bench: A neolithic production facility with a 50% workspeed penalty, offers the full range of craftable clothing. Industrial colonies can never craft tribal headdresses or war masks (but can trade for or capture and use them).Crafting spots are limited to crafting tribal clothing (even after researching Complex Clothing).psychic foil helmet) and so can only be acquired via trade, quests, or from defeated raiders, etc.Ĭrafting spot: Produces only tribal clothing, and with a 50% workspeed penalty. various crowns, crafted at smithies), or are uncraftable by colonies (e.g. Some few items must be crafted elsewhere (e.g. Most clothing can be manufactured at the following production stations. Manufacturing clothing uses the colonist's Crafting skill.
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