This is definitely a confusing game with a lot to learn and I don’t mind helping where I can.
If you have any other RimWorld questions, feel free to ask below for help.
While we didn’t make the video below, it also covers how to make clothing in RimWorld too. Try to have an outfit ready for the cold season and the warm one too. Keep an eye on the temperature near the bottom right corner to keep your people comfortable. Regardless of what you do, you’ll want to make sure you have the right clothes for your environment. Loot raiders for their clothing if it’s not too damaged.If you can’t get the fabric needed for making new clothes, you still have a few options. This is why you’ll want to push for a Tailor’s Workbench even if it’s only a wooden one. It’s important to mention that a Crafting Spot is limited as the only clothing you can make is Tribalwear and a Veil. Once you have enough, you can create new clothes at a Crafting Spot or Tailor’s Workbench. The two common ways to get fabric are cloth from growing cotton and leather from hunting animals. First, you’ll need a fabric to produce new clothes. If you want to make better clothing to replace tattered apparel, here’s what you need to know.
And you’ll want to keep clothes around that are in good condition. How to Make Clothing in RimWorldĬrafting new clothes for your people to wear is important to stay on top of the seasons. With that said, I’m not positive offhand but I believe they will remove their clothing if there isn’t something to replace it with. They’ll actively search for better clothing once it drops below this point. This makes it so any colonist using the “Anything” outfit will only wear clothing at 51% or above. The window that appears has a slider bar near the top for hit points.Ĭlick and drag the white bar on the left side to the right until it’s at 51% hit points. You’ll want to click the “Edit…” button next to this outfit as shown in the above screenshot. All this means is that they’ll wear anything regardless of its quality, condition, or anything else really. For the purpose of this guide, we’re primarily looking at what outfits they wear.īy default, your colonists will have the “Anything” outfit selected. This section gives you more control over what your colonists wear, eat, and drugs they consume. One of which is the Assign button near the bottom of your screen. The more you play RimWorld, the more you’ll learn about its many complicated systems. You can restrict your colonists from wearing tattered clothing by taking advantage of the Assign tab. Fortunately, there are a few solutions to keep your colonists from wearing damaged clothing and even getting better clothing. This provides -5 to their mood for, “Wearing tattered apparel”. If you go a step further and have someone wear clothing that’s below 20%, the mood debuff is even worse. For example, if a colonist wears a shirt that’s anywhere from 20% to 50%, they’ll get “Wearing worn-out apparel” and lose -3 mood. This is when the condition drops to 50% or lower leading to those negative modifiers. Instead, it’s about the condition of the item as there’s a deterioration mechanic in RimWorld.Īs clothing deteriorates from both the elements and being used, it will eventually become tattered. The quality of an item such as Awful or Good doesn’t matter here.
Unfortunately, this isn’t quite the case even though you’d think so. Button-down shirt - a more expensive but more protective alternative.You can see the clothing condition near the bottom left corner where the bar is red due to it being below 50%.Ī common misconception is that clothing quality plays a role in the negative modifier, “Wearing worn-out apparel” or “Wearing tattered apparel”.54)Īssuming Normal quality, for the effect of other qualities, see Quality. 80) and takes significantly less work (30 vs. Tribalwear requires fewer textiles to craft (60 vs.Tribalwear has much better insulation - heat (55% vs.Tribalwear has better insulation - cold (55% vs.Tribalwear offers identical armor and coverage.In fact, the combination of a t-shirt and pants is actually worse than tribalwear. T-shirts require fewer textiles to craft (40 vs.T-shirts offer slightly worse insulation from cold (22% vs.T-shirts have the same armor values, but don't cover the arms or neck.
T-shirts are not particularly useful given that button-down shirts are a strict upgrade with only a minor increase in cost. T-shirts can also be purchased from traders or stripped from Outlanders, Pirates and Empire pawns. A t-shirt requires 40 of any textile, and 1,600 ticks ( 26.67 secs) of work.
As a complicated garment, t-shirts can only be made at tailor benches, which requires Complex Clothing to be researched in order to be constructed.