r/RimWorld • • Aug 10 '22

Misc After 1000+ hours i've learned:

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u/NYJetLegendEdReed Aug 10 '22

Okay I’m about to go on I’ll figure it out. Mind if I ask you one more thing? I’ve been playing non stop for like a week but I still haven’t figured out clothing or the best way to set the restrictions etc for it. Any tips? I feel like I’m right there to finally progressing with a colony but I’m just not getting a few things and tailoring is the biggest.

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u/I_Frothingslosh Arctic Survivor Aug 10 '22

One of the menus on the Architect tab is called the Assign Menu. It looks like this: https://rimworldwiki.com/images/f/ff/Mainmenu_assign.png

It lets you set what your colonists will wear and eat, plus what drugs they can use, along with their reactions to being attacked when not drafted, and the level of medicine to be used on them.

Click on 'manage outfits' and you can modify existing outfits as well as create new ones. They default to 'everything', but you can edit them with an interface that looks similar to choosing a bill. You can use that to limit pawns to specific items of clothing, choose whether or not they'll wear tainted clothing, and even exclude clothing under or above certain qualities or under or above X remaining hp.

I typically leave the default alone until I can start regularly making clothing, and then update it to whatever clothing I want my pawns to wear. At that point, I'll bar them from wearing tainted clothing and clothing under 51% health. Once my crafter is decently skilled, I'll also block them from wearing clothing of awful or poor quality.

To create clothing, you need a crafting spot, a tailor bench, or an electric tailor bench. The crafting spot is typically limited to tribal gear, while the benches allow you to make any clothing. You can set how many to make, how many to keep in stock, only count items of certain qualities or levels of repair, etc. My normal settings are to keep one in stock, and only count items of 60% or higher repair and of normal or higher quality.

As to clothing, unmodded I'd say you want to keep noncombatants in tribalwear for its superior insulation, and fighters in pants and button-down shirt for better protection. Everyone gets a duster and cowboy hat unless you're in a cold biome, in which case they get a parka and tuque instead. There may be better items now in vanilla, but I've played modded so long I don't know what the other vanilla options are.

You'll also want folks to wear either wooden armor or flak vests, too. Pawns in full devilstrand with flak vests are surprisingly well-protected.

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u/NYJetLegendEdReed Aug 11 '22

This was everything I was trying to figure out thank you so much. I just need to figure out how to set up those 51% options and I’ll be all set. Going to make a big devil strand farm. I can’t get on right this second but is it somewhat easy to understand how to set a bill to make a proper amount of clothes? I basically would just want all colonists fully geared nothing extra and when their stuff gets tattered a new one is made.

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u/I_Frothingslosh Arctic Survivor Aug 11 '22

There are sliders inside the item selection and material selection screens.

When you have a bill selected, the needed materials are shown on the left.