Rimworld smelt apparel. Insulation - Cold 1 °C (1.

Rimworld smelt apparel 7 ticks (0. Early game, my best tip is to rush flak research and make sure everyone who may get shot wears an advanced helmet and a vest. Tl:dr for the video: You can make Bills at the Smelter (or campfire) to destroy (or smelt, to get resources) apparel. E. Destroying at a crematorium or smelter is basically instant (smelting for resources does take some appreciable amount of work), they only have to walk the items to the smelter and poof them. php?title=Biocoding&oldid=73474" Bill one smelt clothing, uncheck clean. Its default value is 100%. There’s so much that it takes a while to understand in terms of which is which for clothing, especially with mods, but after a colony or two, you’ll have it down. You can also view the base stats of every item you can craft by unchecking all the ticks at the top except craftable. The tool can be found under the Orders tab. the smelter in that case would run with 3tasks to destroy apparel-destroy everything below normal quality Rimworld's apparel system is complex, but here's the shortened version: A pawn has 3 layers of apparel. Usually, it is worth it to wait until the Flak RimWorld > General Discussions > Topic Details. Yes, I am that cheap. It's a spell that takes half his mana so it can be used only on a small scale. Smelting them down into usable resources is generally an immediate benefit. 1 Download; 2 Content added Smelt Speed Smooth Speed Sculpt Speed Stonecut Speed Tailor Speed Cook Speed Food Poison Chance Brew Speed Butcher Flesh Speed A straight to the point RimWorld guide that explains everything there is to know about creating clothing work orders and assigning clothing outfit restrictio Rimworld's apparel system is complex, but here's the shortened version: A pawn has 3 layers of apparel. That means you can store all of your army gear in the dresser, have your pawns work in normal clothes and then automagically have them change to whatever armor you have Steam Workshop: RimWorld. mostly to get rid of all of the tainted and/or tattered apparel, stuff that generally nets 1/10 silver or RimWorld. Note that colored cloth can only be It uses all vanilla values to calculate refund (around 25% of recipe) and job speed to make almost identical to vanilla bills (Smelt or burn weapons/apparel). If you want to more regularly clear out the tainted apparel, you could also make this stockpile in a stone room with a roof. Packages 0. It was originally meant to keep players from treating raids like gear and resource pinatas and to make them an actual challenge that takes resource to deal with rather than giving you resource. Deterioration is akin to an item taking damage from projectiles, explosions, or fire - they all lower the same HP total, so they all stack with each other. Since smelting is dumb labor, smelting speed is not affected by any skill. You will see a noticeable difference in lost kidneys, lungs and head injuries. Even if I allow everything, it still doesn't allow the bill to be made. Mend the rest to get the blood off them. Clothing protects the colonists from heat and cold, and provides some damage resistanse. Smelting Speed is a stat: The speed at which this person smelts things. In addition to those bills, a third one for all apparel 0%-50% is a good idea too. A parka is Outer layer clothing, and can be worn over anything that does not occupy the Outer I have a task on my smelter to destroy appearal with lower than 51% and normal quality. But nobody will do it. [ko-fi. My guess that the biocoding was added as flavor/a way to keep low tech colonies from being able to entirely outfit your soldiers with scavenged weapons. Fix: Prevent colonists from eating at a fogged table. Maybe some makeshift carpet or art (we all know that kind of artist. You can sell too, depending on merchant. Each requires 20 Stuff (), 10 Bioferrite and 2,000 ticks (33. Slaves are set to Fix: Small volume ingredients (gold) as smelting products don't have small volume multipliers applied. New comments cannot be posted and votes cannot be cast. You want a bill that filters for all smeltable 'tainted' armor You want a bill that filters for all burnable 'tainted' armor & clothes RimWorld. 1 watching. I have some shoddy clothes and (awful) quality weapons that have to go. in architect. Then when it gets too worn out, they'll take it off and replace it with a better version. Vanilla cremation has low energy efficiency, and returns no resources, this mod allows cremation of human corpses to smelt all apparels worn by the corpse. You could set the bill to "smelt awful-normal", leaving every weapon better than normal (good-legendary) intact. (400 ticks / 15 steel) = 26. Even more importantly, you can set it up to automatically change what your pawn is wearing when they are drafted. " (Not likely, but different playstyles do happen. Up to 3 standard and 3 high control sublinks can be installed at a time, for a +36% boost. A smelter must still be built, and a bill must be placed to smelt the items marked. smeltable apparel added to recipe Latest Apr 24, 2021 + 1 release. com/index. Forks. This goes for tattered, smeltable apparel as well (primarily armor). Wood plate armor offers minimal protection, and still takes a lot of work to create. All sets of plate armor slow the user by -0. select a character right click the styling station. 1 with biocoded it's the only option I Weapons can be destroyed after 400 ticks (6. Smelt all tainted gear Destroy all tainted gear (below smelt) Smelt all biocoded gear Destroy all biocoded gear (below smelt) Smelt all "weak" weapons (knives / revolvers / etc) from awful to normal quality Smelt all apparel of 0-49% HP Destroy all apparel of 0-49% HP And so on. Official Reddit for the alternative 3d colony sim game, Going Medieval. . Go to your smelter. Everyone is set at least priority 4 of crafting. imgur. i tried tweaking the bill in every way possible and even moving the specific items closer to the smelter in a seperate stockpile. Fix: Errors when social fight interrupts dyeing clothing. Jan 11, 2019 @ 1:49pm mechanoid smelting so i have hella mechanoids lying around, how do i break em down. 5:: All tainted apparel. Weapons have pretty high base market value, but a very heavy trade price penalty, meaning sitting on a stockpile of weapons to sell is mostly just inflating your colony wealth and making the game more difficult for marginal silver returns. Apparel containing metallic resources can instead be smelted at an electric smelter , for a return of 25% of the metallic resources used to create them. Hello fellow war criminals, today I'm reviewing all possibilities for selling clothing. A non-wood set of plate is a large resource investment in the early game. Also comes in handy when a colony guest isn’t dressed for the temp because they’ll buy the right clothing off you if it’s in the stockpile. In these bills you can forbid clean clothes (meaning that only tainted ones Vanilla cremation has low energy efficiency, and returns no resources, this mod allows cremation of human corpses to smelt all apparels worn by the corpse. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews I also set, on the tailoring bench, the head stuff (hat, tuque) from 6-7, and the rest of other clothes 7-20 (same logic goes with smithing with some small waepons like knife, bows, clubs that will go for sale, 6-8, and other more important stuff 9 RimWorld. Once you have enough people to have a dedicated hauler, crafters' jobs get so Acquisition []. I have a high priority stockpile next to it that allows tainted. Hey guys I was wondering what clothing/ armor you guys try to get everyone wearing? Archived post. Each requires 30 Plasteel, 1 Advanced component, 15,750 ticks (4. I always make my colonists drop apparel below 51% HP. You have a furnace close and rotten humans you couldn’t butcher. Clothing is a subcategory and type of apparel that generally offers good insulation but poor protection from damage. Discussion, screenshots, and links, get all your RimWorld content here! Members Online • You need to satisfy formal apparel requirements fully: for a acolyte that’s would mean a formal shirt and a formal hat or prestige helmet. Ive set it on top priority but all they do is smelt slag and then leave the smelter alone. (I do this even in the late game because I don't wanna waste even the tainted clothes from raiders. Guys I want to set my crematorium up to burn tainted apparel. When I try to force haul a tainted item I get no As far as I have seen testing the 1. 1 Download; 2 Content added Smelt Speed Smooth Speed Sculpt Speed Stonecut Speed Tailor Speed Cook Speed Food Poison Chance Brew Speed Butcher Flesh Speed Metal weapons and armor can be smelted down into a small amount of resources in a smelter. This process is faster than smelting, and works on non-smeltable items, but yields no resources. Relevant stats: General Labor Speed, item smelted Steel slag chunks . you place a build for styling station Misc. Retrieved from "https://rimworldwiki. the pawn should do that first thing but remember to change it again or they will smelt all of your other good gear too. So untick everything except tribalwear I have all check marks next to the smelting options for clothing Bill for the electric smelter. --> EN: Smelting apparel. 3. The Smelt Apparel bill is not displaying the correct possible ingredients in the bill details tab. Bill three smelt clothing, set percentage to less than 50%. You click on the bill and adjust the filter to only smelt what you want it to. you can then style the character freely based on colors clothing hair etc. --> It looks like a copy/paste from "Smelt Weapons", but without any logic. 8c/s - the highest movement penalty in the game, tied with cataphract armor. Dusters out of devilstrand, thrumbo or megasloth fur or rhino/elephant leather are probably the best all around clothes you can make. Both options are faster than hauling the tainted items somewhere else and dealing with them any other Maybe some makeshift carpet or art (we all know that kind of artist. While smelters are available early, or even Tainted clothing is primarily a balance feature, less so a roleplay or realism feature. 67 secs) per chunk. A mod that can hold every piece of clothing in a 1x1 dresser. If you are butchering raiders for example having a smelter in the room you are butchering them makes cleanup exponentially faster than even a very close Smelting . It uses all vanilla values to calculate refunds (around 25% of the recipe) and job speed to make it almost identical to vanilla bills (Smelt or burn weapons/apparel). That's it. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Ok, an alternate suggestion, make a highest priority stockpile right next to crematorium and only stock tainted apparel in it, also set the range in the crematorium to just enough to cover the stockpile. At least for apparel. And a fourth that's a Destroy bill with the same rules, with Smeltable disabled. But if you don't Clothing s value drops significantly once it gets to 50% durability or less (the value to durability chart isnt linear) so unless you are throwing in plasteel and uranium; smelt. (Armors: see above) Save bills with . Mar 20, 2018 @ 10:38pm You can't recycle clothes in the base game. Adds a tool to designate specific items to smelt, and a bill for the smelter to process them. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews RimWorld > Workshop > ThumbStick's Workshop > Cremation smelts apparels . make a dress room for example with a stockpile or shelves that are set to "not tainted" and 52-100% Sell/burn/smelt. Forbid items you don't want to be smelted, bring that biocoded weapon outdoors and set it on fire via stockpile zones or simply let it deteriorate outside, if you have water in the map, it'll take a very short while, bodies disappear there in less than a season even in sea ice biome! How can i sort away the tainted stuff that i foolishly collected in the beginning of the game? Some of it has Excellent condition, so i can't burn it, that would burn my untainted excellent condition clothes as well. Factors . #7. --> It looks like a copy/paste from "Smelt Weapons", but So you can smelt weapons and you can burn apparel. Thanks! Recycle all awful clothes. r/RimWorld. This mod recovers ~10-20% of the materials used in apparel and armor !linkmod ReclaimFabric Also, Rimworld of Magic has the Chronomancer class which can recover one item at a time, removing the tainted tag and fully repairing the item. Holgast [author] Oct 23, 2022 @ 6:52pm If a piece of attire is below 50% durability, I'll normally have two bills in the Electric Smelter for that purpose - the first to smelt any tattered/tainted clothes, and the second to destroy any tainted clothes. I don't think materiel quality effects final products though, however bills like smelt weapon or burn apparel can use those to only get rid of the junk you have. Fix: Colony mechs ignore mortar shell settings. For clothing I use a mod called IIRC "Clothes to Cloths". Prestige recon armor can be crafted at a fabrication bench once the recon armor research project has been completed. ; If their RimWorld. Alternatively, it can also be acquired through trading or the cargo pod event. Acquisition []. Instead you can smelt the item to recover some of the resources which you can then use to make something you actually need, be it weapon or otherwise. Both options are faster than hauling the tainted items somewhere else and dealing with them any other Each item of apparel or utility gear is worn on a specific location of the wearer's body. It also has a weapons tab! And a bunch of other great info. Designate specific items for smelting instead of rolling the dice. Click ‘ADD You can only smelt tainted armors, textile-base tainted apparel needs to be destroyed. Fabricors can use a electric smelter to convert these resources into usable metal with high RimWorld. Apparel containing metallic resources Discussion, screenshots, and links, get all your RimWorld content here! Members Online • Aruise78 Yeah I did destroy/smelt apparel bills at under 52, a rule to only wear clothing above 51, and bills to make new clothing when we ran out. I know the smelter workers because when I unsuspend the second bill of If you untick the "count equipped" and set it to work until you have 1 or 2, you will simply always have one/two spare pieces of given clothing in stockpile. 67 secs) of work (modified by the smelting speed of the crafter). It has unique profession-style clothing such as chef apparel or even medic uniforms. Basically, you have to just be really, really precise with how you configure the storage options. About. Everything is as it should be but I cannot get anyone the smelt slag. And create a bill on a clothing bench for whatever set of clothing you like and set each bill for "Do until 1" Yep, helps a lot since then you wouldn't have your crafter moving all around the map smelting slags. Best clothing mats being hyperweave>thrumbofur>devilstrand A Mod for RimWorld. There are 4 things to take into account when you are making clothing to sell: the number of resources to make the item, the amount of work needed, the mass of the object if you are doing caravan to go sell your stuff and obviously the silver you are going to make. It only takes a few hours to clean up after a raid, and the room empties itself out every time a bulk goods caravan comes through. < > Showing 1-1 of 1 comments . And then put a really small range on the smelter. Mar 20, 2018 @ 10:13pm electric smelter and tailor bench #1. If you suddenly change over to these settings, then it may take some time for everyone to get changed to new clothes, but once they are they will never run out. Nuggs. They also act as 50% cover. 5! in assign, make sure your clothing policies require the clothing to be 51%-100% (and not tainted) that way pawns drop the item when it's tattererd next step is to apply the same to your stockpiles and shelves. Although it handles armor the same as smelting but im unsure if its more or less resources. Astasia. Popular Discussions View All (1) 0 Apr 4 @ 7:37am Bug Reports ThumbStick 21 Similar to Smelt Apparel / Smelt Weapons. There's a small zone in the corner of the room for stranger corpses, critical priority. once its build and you have grown Tinctoria plants and harvested them. 39 votes, 46 comments. ) For clothing, burn it in a campfire or sell it to a trader. And create a bill on a clothing bench for whatever set of clothing you like and set each bill for "Do until 1" RimWorld; Bugs (Moderator: Gaesatae) [1. Click ‘ADD BILL’. Each requires 100 Plasteel, 10 Uranium, 3 Advanced components, 90 Gold, 90,000 ticks (25 RimWorld > General Discussions > Topic Details. Destroying apparel and weapons with the electric smelter is Either at the campfire, smelter or crematorium with preference for smelter since it allows you to actually smelt items. Holy washing machine comes later. Mar 20, 2018 @ 10:10pm Showing 1-15 of 15 comments . Jan 11, 2019 @ 1:54pm The machining table allows you to deconstruct mechs. (Forgot the mod name) mod, and load it every time you start a new colony. php?title=Biocoding&oldid=73474" Apparello is a mod that adds a variety of new clothing and armor to RimWorld, along with the crafting stations to craft them and the research to unlock this new content. 1 star. All apparel functions in the same way mechanically. 50% and below will give them the 'tattered apparel' debuff, so it's best to set it at 51% and up. So if you are using melee, then smithies can be useful, allowing access to powerful melee weapons like maces. Steam Workshop: RimWorld. Recon helmets can be crafted at a fabrication bench once the recon armor research project has been completed. Transport pods don't look bad at all. This time, our sight fell onto the accessories system, which is quite heavily limited in vanilla game. It works only when i leave the quality and health bars alone, but that means ill have to manually dissallow every appearal wich is still good to If you are using Dubs Bad Hygeine, then you can build a washing machine to wash the "tainted" trait off of clothes, I believe it works for flak vests. Rimworld Mod Resources. This allows you to suspend smelting easily. A lot more efficient and that way you can maximize those quiet times to prepare. Deterioration is the gradual loss of the Hit Points applied to a susceptible item that is not placed in a safe place. Here's the problem: - https://i. Discussion, screenshots, and links, get all your RimWorld content here! pants and prestige robe just for her to start crying that the clothing is "Clearly for males" (Despite the fact that I tailored it for her specifically!). the smelter in that case would run with 3tasks to destroy apparel-destroy everything below normal quality Also, because some of the posts suggest people don't know this, you can edit the allowed clothing types, quality, AND current hp% using the "Assign" tab. Once you have a basic clothing production system up and have produced some fresh pants and shirts, you can tell them to only wear 50%+ durability clothing to get rid of the tattered malus. g cant wear tribalwear with a t-shirt. And yet I can’t force people to burn the cloths. I want to be able to recycle apparel (regular clothes, tainted and non-tainted) for just a tiny little bit of materials. I have a warehouse with mixed apparel from good to tainted after butchering people. 8 °F) Insulation - Heat 0 °C (0 °F) Armor - Sharp 100% Armor - Blunt 36% Armor - Heat 27% Clothing For Nudity True Lifestage Adult Coverage Torso, Neck, Left Shoulder, Right Shoulder Summary []. I do know sometimes items will get treated as Scroll to APPAREL The only one that needs to be off is the ALLOW CLEAN APPAREL. Ultimately I either smelt them or sell them. " I dunno, i just have a big pile of useless clothes i can use for nothing at the moment. 33 secs) of work modified by the general labor speed of the crafter and the work to make factor of the material. Unfortunately nothing happens. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Select the new outfit button, name it something that you'll remember the clothing by and then toggle what they will be allowed to wear when set to that outfit, use the two sliders at the top to determine the quality of the toggles items and the The most annoying thing for me at the moment, however, is the inability to dispose of clothing until you research crematoriums. Luckily, there are a few clothes and materials that can easily fix any kind of overheating problems for your colonists in RimWorld. Yet they can only withstand -8°C. BCS. I don't even know which one of these clothes is "clearly for men". No pawn will move any tainted items to the stockpile. One thing I’ll note, the in-game text is incorrect about a few things with respect to royal clothing. This mod allows you to recycle and destroy weapons and apparel through order icons, without creating annoying bills. This would leave even awful maces in your stockpile. com] Seems like it's a core Rimworld bug, I'll just make a bug report. Set it for between 1 and 51% percent. ; The layer or layers it occupies. (High end armors not allowed) 7: All smeltable apparel below 75% durability. Their primary use is to be smelted at an Electric smelter for 15 steel. As title says; what's the best combo of clothing to protect against cold and heat without having to constantly change clothing? I'm running a temperate forest map, which varies between 50°c highs to -15°c lows. This happens mostly when using the blacksmiths smelter on Medieval Times mod, but also happens on tailoring bences too. Is there anyway to deconstruct apparel or do something similar to smelting, so that I can get some resources back? Clothing is a subcategory and type of apparel that generally offers good insulation but poor protection from damage. Apparel below half of their condition sharply lose trade value, while 51% The way I deal with this when playing a Cannibal, or harvesting orangs [for fun, and profit] is setting up a dumping zone in some nearby water, hauling the corpses there, stripping them so the gear rots quickly, then disabling the corpses in the zone so I RimWorld. Clothing will gradually wear away in RimWorld, so you’ll need to replace Acquisition []. ) Maybe make it super attractive for pawns with +15 art because "They can see the depth and inspiration in using old clothes to generate new art - Circle of life bullshit. 45 secs) per steel Plus travel time. Make sure you click smelt and not destroy. This works for smeltable and non-smeltable apparel alike, however no materials are returned. 1] Electric Smelter Bugs. Hey all, 2000+ hour Rimworlder here. I looked up the wiki article on apparel and they so to workaround that you can just put a stockpile for the armour right next to smelter and set to critical, get them to haul the armour there. I set my tables to always have at least one of whatever particular garment 51% or better normal quality or better I tell my pawns to never wear anything 50% or less and I set my smelting table to burn anything 50% or less or lower than normal quality I never get the tattered apparel debuff except from Temporaries A mod that can hold every piece of clothing in a 1x1 dresser. I also usually go ahead and suspend the work order for now until I get it set up as I don’t want someone to run over and start trying to smelt something I don’t want them to. When I attempt to force a character on the job, it gives me the error "Cannot smelt apparel: Need materials", but my base is packed with clothing, and I haven't touched any of EN: Use heat and strong electromagnets to break down apparels into useful resources. Aside from that, just have your crafters prioritize working at the smelter to just get rid of the tainted gear. Below that in your priority list have it destroy tainted apparel. 38 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 6. Also, there is the „tainted“ debuff if the clothes were previously worn by a dead person, no matter the HP. mostly to get rid of all of the tainted and/or tattered apparel, stuff that generally nets 1/10 silver or Armor can be salvaged into some of its materials in the eletric smelter. but don't keep jerking me along and ruining my base value every time I fight off 40+ raiders in flak armor RimWorld. Discussion, screenshots, and links, get all your RimWorld content here! so heres how it works. Recycle all awful clothes. Now, you will click ‘DETAILS’. Usually people just set a 51% or higher durability requirement on the outfit to avoid tattered apparel debuff, and a minimum quality based on their current crafting skill, and then a bill on their smelter to smelt down vests at 50% or below, or below the quality they want (or keep them and sell them), and a bill at the machining table to keep 2 Smelting suitable weapons is the best choice if one has an Electric Smelter in the "Early Game. Overall, plate armor is rarely worth it. For clothes, you have to let them rot outside. Watchers. Simple helmets and flak helmets are not listed at all as possible Smelt Apparel ingredients under Armor>Headgear. Electric Smelter in rimworld RimWorld. Most of the mods that add item repairing either add a right click 'priority repair' thing, or expect you to use the bill filters. Heat is a common problem on maps closer to the center of the world. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Leave the clothes on the bodies, not even worth it. I want to first talk about the smelter as this is a way to actually get some resources back from certain tainted pieces, namely armor. Summary []. cannot change body mass or physique. 459K subscribers in the RimWorld community. Sell the now clean clothes in my colony’s shop to guest. As you suffer through thousands of raids in RimWorld, you might want to get their cool clothes and make your pawns stronger. I also tend to set the HP slider to around 60% rather than 51%. I wish there was a way to pick up a limited number of objects to have in your inventory, but afaik its not possible. Stuff gets done, but having 10 million jobs gets old. The "ingredient" list for the smelt/destroy bill is the allowed apparel to be used. I want to set up a smelt/destroy all apparel bill from my smelting benches, where I destroy everything from poor to mastercraft quality with 0-100% apparel but I want to make sure that my pawns wear the things they want to wear before they You could, in addition to using a crematorium/smelter to break down these items, alternatively make an additional stockpile zone outside your base somewhere that is designated only for awful-poor-normal non-smeltable apparel. If there's non-tainted 14 votes, 12 comments. Its maximum possible value is 2664. I have a colony of 24 pawns at the moment and after each raid sorting through hundreds of apparel gets very tiring. Discussion, screenshots, and links, get all your RimWorld content here! Skip to main content. So even if your colonist is just wearing one item with around 50% HP it will be considered tattered. Neo Blitz. Armor is a subcategory and type of apparel that generally offers good protection from damage, poor insulation and, in some cases, move speed penalties. Vanilla Apparel Expanded - Accessories is a new installment in the Vanilla Expanded series. If you have the smelter you can smelt the biocoded weapons and some armour apparel for resources, though the smelter does have a higher power drain and it can't melt corpses. 0 forks. I'm building a town setup so pawns spend a decent amount of time out and about between climate controlled areas. No pawn will burn any tainted items. K. Report repository Releases 2. Throw a molatov in there and you’re good to go! Steel slag chunks are created from destroying certain buildings and raider's drop pods and cargo pod events, but never the pods of orbital trader's or quest reward delivery. For -4 temperature flak jackets or dusters should be enough (except if you make the dusters from human leather because human leather sucks). #5. 484K subscribers in the RimWorld community. Stockpile, probably set priority to at least Important (in case one of your other piles has "allow tainted" checked. Analysis []. This requires 400 ticks (6. mysterious blue Jun 12, 2023 @ 8:05pm The bills for cremating corpses and tainted clothes always work fine but for some reason weapons never seem to get accepted, I'm not sure what I'm doing wrong. Smithies primarily produce melee weapons, with pila and a few medieval armor options available. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Crematorium is faster for destroying clothes, but the smelter lets you get some resources back from armor and makes the process more worthwhile. Apparel containing metallic resources can instead be smelted at an electric smelter, for a return of Smelting is for metal objects and produces materials, use 'Destroy Apparel' instead. Get a little cloth back and work for my prisoners. Alternatively, the armor can be received as a quest reward, purchased from Adds useful bulk crafting recipes for some items in Rimworld while still trying to be balanced but not punishing. Just build a wooden wall around it so when your pawns walk by it they don't get a ridiculous mood debuff. Gear - Clothing: Crown 75 (Metallic, 750 for SMVs) Gear - Clothing: Stellic crown 85 (Metallic, 850 for SMVs) Gear - Clothing: Jump pack 30 + 3 + 100 Gear - Utility: Aesthetic nose 10 + 2 Medical Items - Body Parts: Aesthetic shaper 15 + 3 Medical Items - Body Parts: Armorskin gland 20 + 6 Medical Items - Body Parts Discussion, screenshots, and links, get all your RimWorld content here! Or you can set a zone next to the smelter and make sure that it only contains weapon types you want to smelt. 1%. Click BILLS. Apparel. While smelters are Yeah, that's the mechanics of it. 67 secs) of work. I couldnt even 39 votes, 46 comments. I have also noticed that clothes/weapons appear to degrade much faster when left outside and unroofed. 21 Comments < > ThumbStick [author] Oct 21 @ 3:09pm @『King Jarman』sorry but no 『King Discussion, screenshots, and links, get all your RimWorld content here! Members Online • You need to satisfy formal apparel requirements fully: for a acolyte that’s would mean a formal shirt and a formal hat or prestige helmet. Popular Discussions View All (1) 0 Apr 4 @ 7:37am Bug Reports ThumbStick 21 In the massively popular space-settlement sim, RimWorld, your colonists have many of the same needs that real humans would have on a hostile and wild planet, such as adequate clothing. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews If you put a Power Switch in between the smelter and the Power Source, You'll have to tick-it-on when needed, but the reduction in power usage is extraordinary. take a smelter, set a task for smelt appeal set forever (uncheck clean apparel so you don't' get your good gear) and run it forever. Especially when the environment is so unforgiving and prone to destroying even what you wear. (Banned) Jun 8 Acquisition []. In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered. Apparello is a mod that adds a variety of new clothing and armor to RimWorld, along with the crafting stations to craft them and the research to unlock this new content. Under CORPSES allow human and animal corpses. Uncheck Steel Armor from the Destroy Apparel bill and they should smelt the Steel Plate Armor now. I think it might be a hit point issue (wont smelt under 50%, maybe?) but want to confirm. if your pawn's lower limit is -11, and the "need warm clothes" hazard disappears, a cold snap may take the temp down to -30, in which case youd still see hypothermia buildup. Crematorium is generally faster than a smelter, but the smelter allows smelting down metal items for resources. I have the crematorium with a burn apparel order which allows tainted. ) Best Clothes for Heat Insulation in RimWorld. --> Apparel can also be destroyed via a "Burn apparel" bill at a crematorium or a campfire or destroyed at an electric smelter. Also comes in handy when a colony guest isn’t dressed for the temp Apparel can also be destroyed via a "Burn apparel" bill at a crematorium or a campfire or destroyed at an electric smelter. Build a multi-story fortress out of clay, wood, and stone. Alternatively, the armor can be received as a quest reward, purchased from I started using "mend and recycle" mod - the fact that vanilla Rimworld doesn't let you FIX regular clothing (but we can build a spaceship) or even rip apart clothing to get some of the cloth back is frankly unacceptable to me. but don't keep jerking me along and ruining my base value every time I fight off 40+ raiders in flak armor You don't prefer to sell the apparel? My crematorium is in the center of a large stockpile zone configured to hold lousy clothing. All it says is "cannot smelt weapon: need material". • Flake • Go-Juice • Penoxycyline • Psychite tea • Yayo • Smokeleaf joint • Wake-Up • Medicine • Burn apparel • Burn drugs • Stone blocks • Smelt metal from slag • Smelt weapons (surprisingly useful Retrieved from "https://rimworldwiki. Also, because some of the posts suggest people don't know this, you can edit the allowed clothing types, quality, AND current hp% using the "Assign" tab. EN: Smelting apparel. Apparel containing metallic resources Tynan has already said on the forums that the next release will have pretty huge improvements to the whole clothing/quality system in terms of ease-of-use and micromanagement. Its minimum allowed value is 10%. My electric smelter doesn't seem to be working. If there's no easy way (dev should really fix this, if so Firstly, the method I recommend is smelting the item if it is a long range/close quarters weapon. A Rim Reborn updated for RimWorld 1. Clothing and wood/stone weapons you usually want to just destroy, which can also be done at a smelter, but you can also dump them in a large stockpile outside, preferably in shallow water or marsh, and just let them deteriorate on their own, saves a little bit of power maybe but Steel slag chunks are created from destroying certain buildings and raider's drop pods and cargo pod events, but never the pods of orbital trader's or quest reward delivery. Same in the "Destroy apparel paragraph" <!-- EN: Use heat to destroy unwanted apparels. This seems to cause colonists to act as though there is no Steel Plate armor below 50% hp to destroy. Destroy clothing set to less than 50%. Is this a bug? Trying to figure out why my pawns aren't smelting this flack jacket (and others like it). These filters are the same way to specifically repair/smelt/destroy items - instead of "burn all apparel on the map" it can be "burn all cloth pants of poor quality with less than 67% health within a 3 tile range". Therefore, see I attempt to automate my clothing production, automate getting my colonists to swap out clothes so they don't get the tattered clothing debug and also smelt Each item of apparel or utility gear is worn on a specific location of the wearer's body. Some of them have 'tattered clothing' Is that due to the percentage of the clothing being low or because the clothing is shoddy or poor? Some of them have 'naked' modifier and I can see they aren't wearing pants or something silly like that. I know the smelter workers because when I unsuspend the second bill of Being in range of a mech booster boosts workspeed by 50%, multiplicative. I haven't played this game for a long time and kinda forgot which is the best apparel for a cold climate where temperatures can drop down to -20°C. Hence, we have decided it’s time to spice things up, and add some new equipment items for all technological eras of Rimworld - but as you all Acquisition []. Ive noticed that after a certain point, my smelter just stopped smelting down old armor and i couldnt even force it. Note that colored cloth can only be hello heres an example i have 2 of the same weapon both good in my stockpile: and i wish to smelt one specific one (not just click x1 and smelt a random one) is there a way to do that same for apparel i want to destroy a specific shirt but the crematorium only says bill: SHIRT Steel slag chunks are created from destroying certain buildings and raider's drop pods and cargo pod events, but never the pods of orbital trader's or quest reward delivery. Skin, Middle, and Outer T-shirt and pants are Skin layer, and cannot be worn with other Skin Layer clothes e. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews I wish they allow smelter to destroy apparel again, not a huge fan of having to upkeep a fire place, so my best solution to handle old clothing is to put them into drop pods and send them to another settlements for those relationship bonus. Bill two destroy clothing, uncheck clean. 4 Custom Ancient Danger Framework. Monoxide. Each mature plant yields 10 light gray cloth, depending on the harvester's Plant Harvest Yield stat and the storyteller's Harvest Yield setting, which varies by difficulty. Marine and recon helmets are Smelt weapons, awful-poor, do forever Smelt apparel, only bio-coded, awful-legendary, do forever Smelt apparel, awful-poor, do forever Smelt apparel, only tainted, awful-legendary, do forever Your colonists will now haul weapons and apparel, even crafted and not just salvaged, close to your furnace and smelt it for steel. 67 secs) per item. Simply drag a box or click on items. Preferred Apparel let's you have control over what new colonists wear, Button-Down Shirt at the highest setting is effectively a permanent +2 mood - preferred apparel is alright if you want just a permanent mood bonus with no depth That way I always have everyone in good clothes and there is extra. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Vanilla cremation has low energy efficiency, and returns no resources, this mod allows cremation of human corpses to smelt all apparels worn by the corpse. Created by q308744928. The electric smelter does not seem to accept any clothing for smelting even though filters are open and clothing is available (says "Need Material" no matter what If the value of clothing is just materials X quality level, then the best article to sell would be the best ratio of materials to labor, right? If that's the case, tribalwear would seem to be the best at a 2:1 material:work ratio followed by the pants I want to be able to recycle apparel (regular clothes, tainted and non-tainted) for just a tiny little bit of materials. 465K subscribers in the RimWorld community. The Smelter and the Crematorium both have the ability to destroy apparel, in addition to throwing it outside to deteriorate or lighting it on fire. hit apply and characters will automaticly go get the dye and start recoloring RimWorld. I've been checking the restriction options for half an hour trying different configurations, but it just refuses to execute the smelt weapons bill. Stars. Example: You have a piece of Steel Plate Armor at 49% hp and two bills->Destroy Apparel below 50% hp and Smelt Armor of any hp. 1 unstable, you can destroy/smelt them. Clothing and Armor primarily differ only in their categorization and a tendency to prioritize either damage or environmental protection respectively. No mechs. Then 30 slags fit in transport pod and go into oblivion using a little bit of chemfuel. No packages published For tainted clothing, I set up a salvage order on a loom for all clothing -clean. Un-forbid once the temperature comes down to clean out the ashes if necessary. Analysis [] Non-smeltable and unsellable items []. Since this makes it much easier to obtain untainted apparel, the negative thoughts for actually wearing tainted apparel have been doubled in intensity, and the descriptions updated to reflect the fact that the apparel was taken from a rotting corpse. ) 6: All smeltable apparel below good quality. Insulation - Cold 1 °C (1. Make zones for stuff you want to keep with conditions (quality superior and up, 80% HP and up for example). All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews If you go into the Assign tab, then Manage Outfits, you can set the minimum durability of the clothes your colonists will choose to wear. Jul 11, 2021 @ 12:54am Originally posted by Removes the filter from smelting weapons and apparel, so you can smelt more materials, such as stones and wood, and usually non-smeltable metals like beta/alpha poly. A similar bill is also available for the electric crematorium and campfire. So I have the first bill set to burn all clothing that is tainted and anyone can do it, range unlimited. Note that this research requires dark study to unlock. Ceremonial hoods can be crafted at a bioferrite shaper once the bioferrite shaping research project has been completed. com/asUMaVv. RimWorld > General Discussions > Topic Details. Weapons are not worth selling due to their low Sell Price Multiplier, and the others cannot be sold. 4. You can also set it to smelt everything except for maces, for example. Your villagers will have needs, feelings and agendas shaped by the world and its history, and it's up to you to keep them content and sane. I've confirmed the bill assignments, checked the wiring, the location of ingredients and their radius, the work assignments. This weird bug has been bothering me for a week and I can't figure out which mod is the culprit. [h1]READ ME[/h1] My workshop collections require ALL DLC to function. That means you can store all of your army gear in the dresser, have your pawns work in normal clothes and then automagically have them change to whatever armor you have Discussion, screenshots, and links, get all your RimWorld content here! Or you can set a zone next to the smelter and make sure that it only contains weapon types you want to smelt. Once there adjust the hitpoints to 0-49% and put any specific adjustments in that you would like. IMHO that's better than adjusting to number of colonists you have - which gets very annoying if you are sending caravans. That location is determined by two things: The body part groups it covers. Discussion, screenshots, and links, get all your RimWorld content here! Members Online. Note that the machining table can also create simple helmets (and kid helmets), and it is researched just after Smithing. Reply reply More replies Turns out that although I did indeed have it marked to allow tainted clothes, I ALSO didn't have the 'allow non-biocoded' option ticked, which meant my item didn't satisfy the criteria. Each requires 40 Stuff (Metallic, 400 for SMVs), 2 Components, 10 Plasteel, 8,000 ticks (2. If you want to grow crops the whole year, then very high temperatures are a common occurrence. Maybe give a few points to crafting while doing it as well :) There is mods out there, but would rather for this to be a vanilla thing. Cremation smelts apparels. It makes little sense, and it very heavily degrades the ability to use tailoring bills (Make until you have X) to ensure you're pawns have clothes that are "new". Flak helmets can be crafted at a machining table once the flak armor research project has been completed. Works in 1. Or even better; wear it and cope with the debuffs. A parka is Outer layer clothing, and can be worn over anything that does not occupy the Outer If you are using Dubs Bad Hygeine, then you can build a washing machine to wash the "tainted" trait off of clothes, I believe it works for flak vests. Contents. Open comment sort options Discussion, screenshots, and links, get all your RimWorld content here! Members Online. 1] Electric Smelter Bugs [1. Jul 10, 2021 @ 6:52pm You may for example want to not destroy smeltable tainted apparel and instead make a bill at the smelter to smelt down apparel that is smeltable and tainted. Susceptible items include clothing, armor, weapons, and most resources. No allowed defect. For a healthy pawn: 400 ticks (6. Weapons and apparel . Make sure "allow tainted apparel" has a green checkmark and that "allow clean apparel" does not. Cloth is primarily obtained by growing the cotton plants in a growing zone. Sanguinius. There are many reasons why colonists might not be burning tainted clothes. What am I doing wrong and how can I fix this? Note that my Ideology's sacred apparel is the button down shirt so they must wear it at all times to get the uniform It's all well and good to pick the optimal outfit, but rimworld is about survival. Clothing, if you don't want to store until a trader arrives, shove them in a stone room, throw in a Molotov, forbid the door to stop pawns wandering into a 1,000°C room and dying. This does not multiply any future factors to work speed. you can automate it by basically making the inverse of your pawns apparel regulation with a little bit of overlap. it works when all the conditions are satisfied and my pawns Edit: I didn't have enough power to run the smelter I've spent the past two days searching through every post I can find but can't get it to work. 7K votes, 213 comments. You can use smelter to get some mats from most weapons you dont want. ; Apparel combinations are limited by layer and coverage - an item cannot be worn with another item that covers the same body parts and on the same layer. While smelters are available early, or even Yep, helps a lot since then you wouldn't have your crafter moving all around the map smelting slags. Recommended Read: What to Do With Toxic Wastepacks in RimWorld I have a colony that's fairly far along, but I notice several of my pawns have negative clothing modifiers. I think an item of clothing is considered tattered when its HP fall below 50%. Manipulation: 100% importance. There’s: Flags apparel as tainted only when the wearer's corpse rots instead of the instant they die. G. Clothing s value drops significantly once it gets to 50% durability or less (the value to durability chart isnt linear) so unless you are throwing in plasteel and uranium; smelt. Destroying apparel and weapons with the electric smelter is Go to your smelter. Customize your RimWorld colonists, choose your gear and prepare carefully for your crash landing! Use the optional point limits to try to create a balanced start or keep points Mending clothes to removed tainted and then selling is pretty ridiculous in terms of how profit a raid gives, I also already smelt basically every non-good and above weapon instead of selling so my wealth is a bit more controlled (and in some cases smelting weapons is actually a good option, obviously in 1. And turn off smeltable. Early on i create a dumping zone exclusively for dead humans a decent bit away from my base. The same goes for anything else you Apparello 2 (a mod) adds a whole lot of apparel the game, if you’re interested. 22 mins) of work modified by the general labor speed of the crafter and the work to make factor of the material, and a crafting skill of 5. MIT license Activity. Recycle This Mod features. Also I believe psychopath and bloodlust pawn can wear them? The Smelter and the Crematorium both have the ability to destroy apparel, in addition to throwing it outside to deteriorate or lighting it on fire. Hello, I'm trying to smelt some apparel, but I cannot understand how it works exactly. Basically it adds 2 orders to menu and affected items: Destroy item - selected weapons or apparel will be destroyed on closest campfire or smelter (including modded ones). The best clothing in Rimworld for wearing and selling. Holgast [author] Oct 23, 2022 @ 6:52pm I honestly don't bother with ideology clothing, you can disable it when forming your ideoligion. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Initially, one apparel setting should work, but as soon as you start putting people into ideology roles, and especially as your wealth builds, some people will expect nicer clothing, so eventually you should have presets for general colonists Acquisition []. Removes the filter from smelting weapons and apparel, so you can smelt more materials, such as stones and wood, and usually non-smeltable metals like beta/alpha poly. RimWorld. set a bill for smelt ALL apparel and put it at the top of the list. Allow to do it a the Tailor Bench. A piece of marine armour early on is extremelly valuable. Readme License. Armour can be smelted down for steel. png My settings for the furnace: - Which is why I have to bills open: Recycle everything from awful to poor (0 to 100%), and recycle everything (awful to masterwork) that has less than 54%. Click ’SMELT APPAREL’. I have an If the value of clothing is just materials X quality level, then the best article to sell would be the best ratio of materials to labor, right? If that's the case, tribalwear would seem to be the best at a 2:1 material:work ratio followed by the pants and t-shirt at 40:27. You can use a smelting table to turn the weapon back into it's original material which can then be re-crafted into a new weapon or used for building something else. SPOILER A straight to the point RimWorld guide that explains what to do with tainted apparel! This RimWorld Tutorial guide covers what tainted clothing is, which Rim The Quality of clothing can affect how quickly it deteriorates. A easy way to maintain clothing is create a bill on a smelter for Burn/Destroy apparel. No max (effectively 429%). It has an apparel tab where you can view all apparel on the map and sort by whatever stat you want. Rimworld doesn't have any anti-cheat preventing you from decompiling It uses all vanilla values to calculate refund (around 25% of recipe) and job speed to make almost identical to vanilla bills (Smelt or burn weapons/apparel). Apparel can also be destroyed via a "Burn apparel" bill at a crematorium or a campfire or destroyed at an electric smelter. Burning stuff in a crematorium is a hauling task and IIRC is lower priority than other hauling tasks like hauling corpses. General Labor Speed = 100%; 15 steel per chunk. M. (Not high end armors. Never had to micromanage anything aside from swapping the clothing rule to wear recon armour when needed. Only turn it on when you're desperate enough for Smelting Slag, otherwise leave it off. for example: set pawns to only wear cloths that are at least normal priority, above half durability and not tainted. Well, every time you get clothes of a dead settler, the clothes will get the tainted apparel debuff which will upset each one of your pawns. Vancle_B. Each control sublink installed into the mechanitor increases Global Work Speed by +6%, after the mech booster is applied. Clothing and Armor primarily differ only in their In the late game, raiders tend to leave large quantities of smeltable material: weapons, tainted apparel, and steel slag chunks from drop pod raids. Started by Jin Hai, February 18, 2020, 06:33:50 PM February 18, 2020, 06:33:50 PM. If have to smelt only 5 and use them to throw away 30 - that's a deal, only smelting 1/7 or 14%. A collection of Artwork info, Sketches and Cut To add to this, it does not include predicting cold snaps, which bump past the expected extreme sometines by an extra 20-30%. SPOILER The Quality of clothing can affect how quickly it deteriorates. For a healthy pawn: 1,600 ticks (26. Clothing Go to an Electric Smelter workbench, add a bill for Destroy Apparel, click Details. Share Sort by: Best. Recenly I recycled a bunch of clothing from raiders now I have every textile material available to me excluding thrumbo fur which Im yet to obtain. . 1 pod costs 60 steel 1 component (can be bought or made of 12 steel), so let's say it's 5 slags to smelt. Description Discussions 1 Comments 21 Change Notes. what material offers the most protection damage wise? Temperatures dont matter much so I aint looking for most cool or hot material. A complete bill would look like this: - only smelt awful-normal - only smelt condition <50% you can automate it by basically making the inverse of your pawns apparel regulation with a little bit of overlap. Ur welcome, also a quick note: when recycling apparel, pawns will take it from whatever storage it's in and you can't choose which apparel to specifically recycle, so in order to avoid your pawns recycling the freshly crafted or good clothing in general, make sure to forbid it first, and after they're done recycling the apparel that is allowed to recycle by your choice, you can allow it Weapons can be destroyed after 400 ticks (6. ynphjs snwte tcefdcx nfxr xfjzz uybu upt ffulcqyw wilqkg kcllci