![]() ![]() Pretty much anything you would want cloth for you can substitute wool from those animals that produce it. The mend/recycle mod also lets you recycle raider clothes for a small portion of the materials, too. Passing trade ships called Textile merchant will always have cloth. Originally posted by Nick99:It depends on the climate you are in mostly. Bulk goods traders will usually have cloth. * In the unstable version you can make flak pants - which wont go under heavy armor like regular pants. 200 Apparel Insulation Factor - Cold 0.6× Insulation Factor - Heat 0.85× Armor Factor - Sharp 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. Also make sure you arent chewing all your cloth - you need it for some other things. Maybe uncheck the classier materials here - reserve them for your better crafters. Don't wear them unless they are made from the right stuff and it's REALLY cold, because they slow your workspeed down.įigure out what you need and have acess to, then make hats or wotnot to sell with the rest. Not far - overlayer is the most important here, followed by headgear I think. Someone in armor may want to swap out a helmet for a turque (beanie) made from alpaca wool to get their warmth up, or try see how far muffalo wool pants and T shirt will go. Temperate biomes don't need a whole lot, if you have an overlayer (made from anything). You need to wear enough warm stuff to keep you comfortable outside in winter. Muffalo and alpaca wool are common materials for cold weather clothing, wheras something like rhino hide will have good armor values. This is all you need to look for in their descriptions. Headgear can be anything.ĭifferent materials have varying insulation properties, as well as armor/heat dmg bonuses. If a colonist is too cold, and apparel will make them warmer, the warmer clothing will be more appealing. A score offset is might be given under certain other circumstances. Colonists reduce the score based on how damaged it is. You cant wear the middle and over layer (the vest and duster) if you put on heavy armor, but wear shirt/pants underneath still*. Colonists value clothing based on the clothing's sharp and blunt armor rating. Generally though you will wear something like a T-shirt/armored vest/pants/duster. There are different allowances with the top/middle-layer/pants/over-layer depending on the armor you use. It depends on the climate you are in mostly. ![]()
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