Clothes: Difference between revisions
(Changed section headings from level 3 to level 2; started "clothing sets" section) |
(Rewrote Usage section with more specific details and references) |
||
Line 20: | Line 20: | ||
== Usage == | == Usage == | ||
=== Warmth === | |||
:''Main page: {{ll|Temperature#Body_temperature|Body temperature}}'' | |||
Wearing warm clothes protects the player from the cold. Without clothing, players begin to take damage from the cold when the outside temperature is below 0°C (with default world settings). Each piece of worn clothing offsets the effective temperature by the amount shown in green when hovering your mouse pointer over the item. | |||
For example, if the player wears a full set of {{ll|Fur clothing set|fur clothes}} in "Good" condition, the combined warmth buff will be 3 + 2 + 1.5 = +6.5°C, allowing the player to withstand outside temperatures as cold as -6.5°C without taking damage. | |||
Hovering over a clothing item also shows its condition, and its max warmth. The warmth value is calculated from the max warmth and condition using this function:<ref><code>GetWarmth()</code> in <code>ItemWearable.cs()</code></ref> | |||
<code>warmth = maxWarmth * min(2*condition, 100%)</code> | |||
Clothing with 50% or more condition gives its max warmth value. Below 50% condition, warmth decreases as condition degrades, and is reduced to +0°C at 0% condition. | |||
=== Damage and repair === | |||
Clothes slowly degrade while being worn<ref><code>updateWearableConditions()</code> in <code>ItemWearable.cs()</code></ref>, decreasing their condition by 100% after 54 days, or 6 months (with default world settings). Clothes don't degrade while not being worn, or while the player is standing still. | |||
Damaged clothing can be repaired by 10% using {{ll|Twine|flax twine}}, by 50% using {{ll|Linen|linen}}, or by 75% using a {{ll|Sewing_kit|sewing kit}}. To do so, hold the repair item with your mouse pointer and left-click the clothing item in your inventory or character screen. | |||
Clothes don't take damage from enemy attacks, unlike armor. Clothes which reach 0% condition don't get destroyed, but offer no warmth bonus. | |||
Because 4 twine can be crafted into 1 linen sheet, it's more efficient to use linen sheets or sewing kits for repair instead of twine. Clothing condition doesn't affect warmth until it reaches 50%, so repairing isn't necessary before then. To conserve materials, you can take off warm clothes during the summer months, when cold isn't a problem. | |||
== Clothing types == | == Clothing types == | ||
Line 116: | Line 133: | ||
</translate> | </translate> | ||
<references/> | |||
{{Items navbox}} | {{Items navbox}} | ||
{{Game navbox}} | {{Game navbox}} | ||
[[Category:Clothes{{#translation:}}]] | [[Category:Clothes{{#translation:}}]] |
Revision as of 06:56, 2 October 2024
Clothes are decorative items that can be worn in several of the player's clothing slots. Clothes provide protection from cold depending on their condition.
Obtaining
Some clothes can be crafted using cloth , leather , or other materials. Most clothes are not craftable, and can only be found as loot in ruins , or bought from traders . Players are given a set of starter clothes for free when they choose their class .
Many clothing items can only be crafted by the Tailor player class. Tailors also receive a 10% bonus to armor durability.
Usage
Warmth
- Main page: Body temperature
Wearing warm clothes protects the player from the cold. Without clothing, players begin to take damage from the cold when the outside temperature is below 0°C (with default world settings). Each piece of worn clothing offsets the effective temperature by the amount shown in green when hovering your mouse pointer over the item.
For example, if the player wears a full set of fur clothes in "Good" condition, the combined warmth buff will be 3 + 2 + 1.5 = +6.5°C, allowing the player to withstand outside temperatures as cold as -6.5°C without taking damage.
Hovering over a clothing item also shows its condition, and its max warmth. The warmth value is calculated from the max warmth and condition using this function:[1]
warmth = maxWarmth * min(2*condition, 100%)
Clothing with 50% or more condition gives its max warmth value. Below 50% condition, warmth decreases as condition degrades, and is reduced to +0°C at 0% condition.
Damage and repair
Clothes slowly degrade while being worn[2], decreasing their condition by 100% after 54 days, or 6 months (with default world settings). Clothes don't degrade while not being worn, or while the player is standing still.
Damaged clothing can be repaired by 10% using flax twine , by 50% using linen , or by 75% using a sewing kit . To do so, hold the repair item with your mouse pointer and left-click the clothing item in your inventory or character screen.
Clothes don't take damage from enemy attacks, unlike armor. Clothes which reach 0% condition don't get destroyed, but offer no warmth bonus.
Because 4 twine can be crafted into 1 linen sheet, it's more efficient to use linen sheets or sewing kits for repair instead of twine. Clothing condition doesn't affect warmth until it reaches 50%, so repairing isn't necessary before then. To conserve materials, you can take off warm clothes during the summer months, when cold isn't a problem.
Clothing types
There are 12 categories of clothing, based on which clothing slot an item can be equipped in.
Slot | Clothing type |
---|---|
Head | Headgear |
Shoulder | Shoulder gear |
Upper body | Shirts |
Upper body over | Coats |
Lower body | Pants |
Feet | Footwear |
Neck | Necklaces |
Emblem | Emblems |
Face | Masks |
Arm | Bracers |
Hand | Gloves |
Waist | Belts |
Clothing sets
"Clothing sets" are sets of clothing items which can be equipped at the same time, and share similar names. These also usually have related appearances, recipes, and flavor text. There are many clothing sets in the game, including but not limited to:
- Fur clothing set
- Rawhide clothing set
- Reindeer herder clothing set
- Class starter clothing sets
- Commoner
- Hunter
- Malefactor
- Clockmaker
- Blackguard
- Tailor
- Merchant
- Minstrel
- Temptress
- Nomad
- Squire
- Shepherd
- Prince
- Prisoner
- Jailor
- Peasant
- Lackey
- Messenger
- Great Steppe
- Aristocrat
- Fortune teller
- Forlorn Hope
- Marketeer
- Rotwalker
- King
- Rotten king
- Barber surgeon
- Miner
- Noble
- Deep noble
- Forgotten noble
- Survivor
- Scribe
- Alchemist
- ...
Wiki Navigation | |
---|---|
Vintage Story | Guides • Frequently Asked Questions • Soundtrack • Versions • Controls |
Game systems | Crafting • Knapping • Clay forming • Smithing • Cooking • Temperature • Hunger • Mining • Temporal stability • Mechanical power • Trading • Farming • Animal husbandry |
World | World generation • Biomes • Weather • Temporal storms |
Items | Tools • Weapons • Armor • Clothing • Bags • Materials • Food |
Blocks | Terrain • Plants • Decorative • Lighting • Functional • Ore |
Entities | Hostile entities • Animals • NPCs • Players |
Miscellaneous | List of client commands • List of server commands • Creative Starter Guide • Bot System • WorldEdit • Cinematic Camera • Adjustable FPS Video Recording • ServerBlockTicking |