![]() It offers superior protection to what matters, and in this case, offers slightly better heat insulation. If neither option is feasible, the jacket is likely superior for similar reasons to its role in cold biomes above. Environmental and protective concerns are still primary, as otherwise the slave body strap is preferred for maximum suppression.įor cold biomes, the value proposition is identical to that of colonists as neither the parka and jacket have no suppression effect.įor hot biomes, the small -5% suppression loss of the duster can simply be withstood, or, if the Royalty DLC is present, the cape can be used instead. The best armor against those damage types will always be constructed with those. The addition of slave suppression effects of clothing changes the value proposition of these items somewhat. The Best Armor When it comes to negating Sharp and Blunt damage, Plasteel and Uranium are the best Materials. This niche is further restricted by the fact that the duster, which has the advantages of both the jacket and robe, offers 75% of their insulation of the robe, meaning that the niche they occupy is only the temperature range where the duster is insufficient but they are not - a difference of, at most, 12.24 ☌ (22 ☏). 3 Posted by 6 years ago Parka trouble I got a message that not all of my colonist had warm clothing so I started crafting parkas. That said, the relatively low armor rating of robe and the jackets preferential coverage of the important body parts means that the robe covering the legs is not sufficient to make up for the armor loss in most circumstances. This "cold but not enough to require a parka" niche is a similar to the jacket, which instead offers the same coverage as the parka and the same insulation as the robe but offers superior armor to both. The parka, with over double the insulation, still remains vital in ultra-low temperatures but once it is warm enough to no longer necessary, the better coverage of the robe does provide an advantage. In cold climates, there is more interplay. The duster, or the largely equivalent cape, should always be preferred in such environments. Its only advantage is a faster crafting recipe, but that is almost negligible. Offering worse insulation and armor, with the same material cost and coverage. In hot environments, the robe is almost entirely inferior to the duster. The primary determining factor for colonists in this choices is insulation. This places it in direct competition with the duster, jacket, parka, burka, and cape. Creating a growing zone should be one of the first things you do in the game To craft clothes, besides the material cost, you will need a tailoring bench, and a powered one works faster. ![]() Like the duster, the robe is an outer layer garment covers all but the head and extremities, and is compatible with the flak vest. How to get Cloth For that you need to create a growing zone and plant cotton there. Each robe requires 80 Stuff ( Fabric/ Leathery) and 5,000 ticks ( 1.39 mins) of work. Robes can only be crafted at electric or hand tailor benches which require Complex Clothing to be researched in order to be constructed. ![]()
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