

General summaries of the primary types are available below, and specific statistics can be directly compared on the Textiles table. The algorithm by which the crafter picks which material to use is unknown. Picking the right material for any piece of clothing is far from arbitrary and the default setting will just have nearly all materials checked. Their stats vary heavily based on the material.
#RIMWORLD PREPARE CAREFULLY STARTING CLOTHING FULL#
Hand tailor bench: A neolithic production facility with a 50% workspeed penalty, offers the full range of craftable clothing.

Industrial colonies can never craft tribal headdresses or war masks (but can trade for or capture and use them).Crafting spots are limited to crafting tribal clothing (even after researching Complex Clothing).psychic foil helmet) and so can only be acquired via trade, quests, or from defeated raiders, etc.Ĭrafting spot: Produces only tribal clothing, and with a 50% workspeed penalty. various crowns, crafted at smithies), or are uncraftable by colonies (e.g. Some few items must be crafted elsewhere (e.g. Most clothing can be manufactured at the following production stations. Manufacturing clothing uses the colonist's Crafting skill.
