One of the first RimWorld Guides I ever made was about clothing. But it was out of date and I was much less knowledgeable about the game back then, so here's a new, better version! I've also updated a playlist to include all the guides that are still working with 1.5 /Anomaly - th-cam.com/play/PLQWnHloPSfq69y_d-NeJNQj1FbrCtzVIH.html As always, thanks a ton for watching, liking, commenting, and subscribing! Tons and tons of content on the way with 1.5 and Anomaly!
I always set my clothing amount to 1 more than the amount of colonists that I have and I check "count equipped". The one extra of course covers for tattered gear or is available for if I recruit a new colonist. It basically works in the same way that this guide does. However, I do this because I set my apparel restrictions based on melee vs ranged, but also by weather to avoid debuffs. For instance, I would label one Cold Melee and another Hot Ranged. When the weather changes, I assign the appropriate restriction. By using my method, I have guaranteed that everyone has exactly what they need to change into - dusters for hot, tuques for cold...etc.
Have over 1.5k hours in the game, used this same method for years and still learned a couple small things (like when clothes value changes)! What a well-made guide!
Thought I knew this already, but glad I watched because it turns out I didn't know about those value thresholds. Thanks as always for being so thorough!
It might be slightly outside the scope of your tutorial, but I just want to say that when making apparels to sell, it's often a better idea to actually make apparels you want your colonists to wear and to sell the lower quality ones. That's particularly true for flak vests. Flak vests doesn't sell for an amazing price in general, but if you mass produce them with a lvl 20 production specialist, you can easily get legendary flak vests for everyone in your colony whilst selling anything below. Legendary flak vests are actually really good, offering comparable protection as a masterwork cataphract armor. Same can be said for devilstrand clothing. I generally prefer to mass produce devilstrand capes rather than dusters just because I can sell the lower quality ones to the empire. Devilstrand isn't the best material for pure profit, but you get the best compromise by wearing the best quality and selling lower quality.
Yes, setting the minimum quality for stock higher when you have tons of extra material or better crafters is of course good and does allow to sell the remainder at full value.
Thanks! I've had people not believe I make them lol. I have actually thought about having people submit possible bases to be featured in guides, but not sure yet.
@@mathmns The closest recent runs are Sanguophage Run and Bow Only. More so the Sanguo run, though -> th-cam.com/video/eu4vv-oA-1c/w-d-xo.html I know it doesn't look like it in episode one, but the base ends up being crazy.
@@mathmnsThey've starting doing that on the regular, its mostly the competitive days here he sticks to boxes nowdays. Sanguo run has a really neat one.
I've been doing this for ages, but I would always count the number of pawns, add one, and set the amount to that and counting equipped but every time I got a new pawn I would need to increase it. I never thought of leaving equipped off and just setting it to 1, genius!
I discovered your channel only recently, but I do watch your play throughs quite a bit. This was my first how to vid that I have watched and it certainly will not be the last. Thank you so much and take care.
Man see this is why i love this channel. I've got a good 2k hours in the game (not near as much as you but still; not small time), and I knew about the sub-50% value, i never thought to see if there was multiple thresholds. This is basically how i've run equipment clear back since the creation settings was only in a mod, but from now on, i'm going to for sure set it above like 63% instead of 51 so i can sell it for more. Super helpful to know!
I thought I knew all about clothing, but I clicked anyway. Thank you so much for the numbers. You are the King of Rimworld guides, and it's not even close.
It's powerful stuff, use it all the time even with armor. Eventually I tend to customize every one of my pawns when I know what I want to do with them but at the beginning they get: pants, BD shirt, leather boots (apparel extended), a duster or parka, a toque or cowboy hat (sun cone if tropical or ex desert) Saves a lot on time and if I have to make bulk quest orders just make a new Bill and crank it out.
To manage priority materials, it is possible to duplicate the order for each clothing. The first one with the priority materials, the second one with all the materials. The crafter will use secondary materials only if there is not enough of the priority ones. Just as we can do for the butcher table with first priority for small animals.
Thank you for this guide, it helped a lot. I am currently sturggling with logistics. 1)distance / hauling efficiency 2) setting up storage filters. 2) Once I have my fridge the storage defaults are bugging me to hell. I want to store my perishables in the fridge, but the game defaults allows them to be stored in any new shelf, zone, ... So I am micromanaging them and every time I forget one - and the game taunting me with "xx has rotted away in storage". Next is tainted apparel. No other item is on by default (except perishables). You have to enable tox pacs, corpses, ... But tainted apparel is on by default. It is a bit cumbersome to disable it on all shelfes. 1) I am not good at efficient base building. My builders have too many orders waiting and my peons spent more time hauling that producing. Like I the kitchen next to the butcher, but now I think the butcher would be best suited next to the pens with a fridge. Moving things is a major headache. Like moving from fuel stove with attached kitchen shelf to electric kitchen with Kitchen shelf 2 is a hell of a lot of clicking.
If you do want to micromanage materials a little more, clicking on the info button for a bill will show the stats for that piece of apparel at normal quality, with whatever material you want. This is probably more important with temperature rather than defense. Leathers and furs vary a lot in heat and cold insulation, so if you don't have the high end materials, or live in a very extreme biome, picking the right material for a hat can make a noticeable difference.
can you try combat extended sometime? I kind of want to see how your strategies change as a result of the different combat mechanics. Love your stuff and guides you do, very helpful for people like me! PS. If you do ever try the mod you can turn ammo off if you'd prefer a less micro-ey and more vanilla feeling. Again love your stuff
Probably won't in the near future. it has been requested thousands of times, though, so I can see me doing a playthrough of it when the DLC dies down a bit (whenever that is).
I feel like a fool. I’ve always done clothing so it counts equipped and I make enough for each colonist. But then when I caravan and look away for a second, my tailor has made 15 million pairs of pants…
I learned two key things here; the value drop-off, and wait, you just click and drag to set pawn settings like that?!? I do this for zones but never twigged to do it on other menus :( Thanks Adam, always great content.
Oh boy have I been doing it wrong! I guess that explains my over abundance of pants... For ages I've been running orders for apparel to by 10 as default, counting equipped, 51-100% pausing, and unpausing at 5. I think completely misunderstood how the system worked. Now if I could just figure out a way to mix protection and cold insulation properly. -50c winters are fun.
The "Only Allowed Ingredients" option is extremely useful in apparel crafting. Bills are completed top to bottom so I setup a bills with Only best ingredients Allowed, and higher crafter skill above bills for the same item but with lesser ingredients lower, and lower required crafter skill without the "Only Allowed Ingredients" box checked. If there are both good ingredients, and a skilled crafter then the first bill will be done, and satisfy the second bill. Otherwise the second bill is done by a lower level crafter, and the first bill waits unfilled until ingredients and crafter is available.
if you ever want to make a guide to furniture/rooms please note that in very small rooms (like 2/3) bedrolls are BETTER than beds for room quality, as they dont take up any spaces, allowing for colonists to be happy with a 2 by 3 made of wood with a double wool bed (excelent for comfort, higher quality for sleep rate) as the room is considered "dull"
Ihave an hard time to micromanage what is best for who tho. Typically, I like my worker/fighter to wear some really good leather apparel, so they can tank at least a few shoot. But I have to either force them to wear the stuff I want them to wear, or set a dedicated policy (but unfortunatly, you can allow a specific material apparel). I really found the diversity in rimworld in regard of what can be used to be a night mare ^^ I guess it's get better once you know the game better
Great reminder to have to automate clothing though since your not using the "count equipped" when the pawn drops the worn clothing wouldn't that worn out count towards the count as well? Automating to create items I've always find a bit easier, disposing of items though is a challenge of it's own. Feels like I have to create way too many rule sets to smelt or destroy unneeded gear.
No, that's the whole purpose of this. You set the bill to a higher percentage than the assignment. When the pawn's clothing falls below the threshold they take it off and put a new one on from stockpile/shelf. Then it automatically queues a new one to be made at the bench. Count equipped would mean you'd have to change the number to match pawns+1 to hold things in stock. The exact setup I showed is what I use every single game and it works perpetually with no micromanagement.
@@AdamVsEverythingwatched again not being tired this time picked up a lot of the smaller details that I missed. Definitely better than others I've seen before.
I'm at the start of the playlist, but I don't see an other video about clothing and I don't see a comment about this subject: what if I wanted a pawn to wear only a certain material? Example, for wealth management I want a pawn incapable of violence to wear the duster made out of cloth (since I only want the insulation) and leave the devilstrand duster to my hunter. Google only talks about mods, so I imagine there's isn't a quick and automatic solution in the base game?
Question, how would i get rid of all the low quality or tattered equipment? Can they be recycled if there something expensive like recon armor? Or do i have to just leave them outside to rot or sell them if i dont want it?
One of the first RimWorld Guides I ever made was about clothing. But it was out of date and I was much less knowledgeable about the game back then, so here's a new, better version!
I've also updated a playlist to include all the guides that are still working with 1.5 /Anomaly - th-cam.com/play/PLQWnHloPSfq69y_d-NeJNQj1FbrCtzVIH.html
As always, thanks a ton for watching, liking, commenting, and subscribing! Tons and tons of content on the way with 1.5 and Anomaly!
I always set my clothing amount to 1 more than the amount of colonists that I have and I check "count equipped". The one extra of course covers for tattered gear or is available for if I recruit a new colonist. It basically works in the same way that this guide does. However, I do this because I set my apparel restrictions based on melee vs ranged, but also by weather to avoid debuffs.
For instance, I would label one Cold Melee and another Hot Ranged. When the weather changes, I assign the appropriate restriction. By using my method, I have guaranteed that everyone has exactly what they need to change into - dusters for hot, tuques for cold...etc.
the colonist names are genius lmao
They just spawned that way...! :P
Absolutely no idea clothing value dropped off that quick. Thanks for making this Adam. Looking forward to the first anomaly play through
Yeah, it is one reason I have been setting the percentages higher when doing the 'Rimionship SDM' playthroughs.
Drops protection too.
Have over 1.5k hours in the game, used this same method for years and still learned a couple small things (like when clothes value changes)! What a well-made guide!
This is definitely me when I watch RimWorld Guide for Clothing - Automate Clothing Management (No mods required) Patch 1.5+
This is definitely me when I know JohnnyTightlips isn't a bot but has commented like one and I am thankful either way.
@@AdamVsEverythingbeep boop
Lol got em
Anyone brought EMP nades?
Thought I knew this already, but glad I watched because it turns out I didn't know about those value thresholds. Thanks as always for being so thorough!
It might be slightly outside the scope of your tutorial, but I just want to say that when making apparels to sell, it's often a better idea to actually make apparels you want your colonists to wear and to sell the lower quality ones. That's particularly true for flak vests. Flak vests doesn't sell for an amazing price in general, but if you mass produce them with a lvl 20 production specialist, you can easily get legendary flak vests for everyone in your colony whilst selling anything below. Legendary flak vests are actually really good, offering comparable protection as a masterwork cataphract armor. Same can be said for devilstrand clothing. I generally prefer to mass produce devilstrand capes rather than dusters just because I can sell the lower quality ones to the empire. Devilstrand isn't the best material for pure profit, but you get the best compromise by wearing the best quality and selling lower quality.
Nice tip
Yes, setting the minimum quality for stock higher when you have tons of extra material or better crafters is of course good and does allow to sell the remainder at full value.
Adam is just like the rest of us. He puts his pants on one bill at a time.
Unrelated but I love the base designs you use for your guides. My favorite is the one from the anima tree guide
Thanks! I've had people not believe I make them lol. I have actually thought about having people submit possible bases to be featured in guides, but not sure yet.
@@AdamVsEverythingDo you have a playthrough where you make one of those pretty bases?
The anima tree one is amazing
@@mathmns The closest recent runs are Sanguophage Run and Bow Only. More so the Sanguo run, though -> th-cam.com/video/eu4vv-oA-1c/w-d-xo.html
I know it doesn't look like it in episode one, but the base ends up being crazy.
@@mathmnsThey've starting doing that on the regular, its mostly the competitive days here he sticks to boxes nowdays. Sanguo run has a really neat one.
Comprehensive and succinct! Always a helpful fountain of knowledge for the Rimworld community, thanks Adam!
I've been doing this for ages, but I would always count the number of pawns, add one, and set the amount to that and counting equipped but every time I got a new pawn I would need to increase it. I never thought of leaving equipped off and just setting it to 1, genius!
I discovered your channel only recently, but I do watch your play throughs quite a bit. This was my first how to vid that I have watched and it certainly will not be the last. Thank you so much and take care.
new guide yay
More incoming finally.
More incoming, finally!
Very useful guide for clothes in rimworld. Even address the latest spring and winter fashions in the rim. Thanks Adam.
Thank you. Im playing 1.4 still to finish my playthrough for 1.5 but this is still very helpful!
No problem! All this works for 1.4 as well.
About time you put on some clothes
I only have to be dressed from the chest up.
@@AdamVsEverything😂
wooo love your content!!
Thanks!
Simply the most efficient way!!! Thanks for the awesome guide!
Guess I am setting my clothing preferences to 62% now. I have 2000 hours on the rim and never noticed that value drop off. Thanks, man!
Superficial
This is much more efficient than my previously automation, I was using count everywhere/count equipped and setting it to the pawn count +1.
Damn that's smart. I've always done count equipped and manually adjusted for colonist. Thanks for the tips!
I really appreciate how much effort you put into building the entire base just for the tutorial. It looks really pretty
these guides are so top quality :D thanks adam
Good stuff, as always. A lot of new players don't realize you can tailor build order to match needs.
Man see this is why i love this channel. I've got a good 2k hours in the game (not near as much as you but still; not small time), and I knew about the sub-50% value, i never thought to see if there was multiple thresholds. This is basically how i've run equipment clear back since the creation settings was only in a mod, but from now on, i'm going to for sure set it above like 63% instead of 51 so i can sell it for more. Super helpful to know!
this is the best rimworld guide ive seen and ive seen a lot
I thought I knew all about clothing, but I clicked anyway. Thank you so much for the numbers. You are the King of Rimworld guides, and it's not even close.
Definitely will help me stay stylish and keep my colonists happy in good clothes (whilst I hit them all in the hurty spots!)
Subscribed liked and commented
This is so helpful dude. I've got 620 hours in this game and its videos like this that make me still feel like a noob! haha
Nice guide!
Beautifully explained
Holy crap bruh this was SO AMAZINGLY HELPFUL. You are a god of knowledge.
It's powerful stuff, use it all the time even with armor. Eventually I tend to customize every one of my pawns when I know what I want to do with them but at the beginning they get: pants, BD shirt, leather boots (apparel extended), a duster or parka, a toque or cowboy hat (sun cone if tropical or ex desert) Saves a lot on time and if I have to make bulk quest orders just make a new Bill and crank it out.
I have 800 hours in rimworld thanks to your guides thank you so much
I just learned a ton about bill options that i didn't even notice before
Your guides are always great. I’m looking forward to seeing you play through Anomaly when it comes out as well!
Another excellent guide from Adam. I appreciate it, bud!
Nice update, your 4/5 year old guides are still my must watch for when I'm feeling a round on the Rim to get my back into the swing of things :-)
The thrill of tortured artists' tattered, tainted attire.
Super helpful guide, explains a lot of Rimworld intracacies. thanks!
Did something similar already but this just makes it so much easier!
Thanks for this great guide! You always have the best guides Adam, thanks for the great work!
Thanks Adam I needed this!
I love how you named your pawns to secretively ask people to Twitch, Comment, Subscribe, Like and TH-cam xD
Thanks for the wonderful guide yet again!
To manage priority materials, it is possible to duplicate the order for each clothing. The first one with the priority materials, the second one with all the materials. The crafter will use secondary materials only if there is not enough of the priority ones. Just as we can do for the butcher table with first priority for small animals.
great guide would watch again.
Thank you for this guide, it helped a lot. I am currently sturggling with logistics. 1)distance / hauling efficiency 2) setting up storage filters.
2) Once I have my fridge the storage defaults are bugging me to hell. I want to store my perishables in the fridge, but the game defaults allows them to be stored in any new shelf, zone, ... So I am micromanaging them and every time I forget one - and the game taunting me with "xx has rotted away in storage".
Next is tainted apparel. No other item is on by default (except perishables). You have to enable tox pacs, corpses, ... But tainted apparel is on by default. It is a bit cumbersome to disable it on all shelfes.
1) I am not good at efficient base building. My builders have too many orders waiting and my peons spent more time hauling that producing. Like I the kitchen next to the butcher, but now I think the butcher would be best suited next to the pens with a fridge. Moving things is a major headache. Like moving from fuel stove with attached kitchen shelf to electric kitchen with Kitchen shelf 2 is a hell of a lot of clicking.
I now blame myself for not coming up with this setup myself lmao. Very informative guide, thank you!
Already know how to do this but really enjoy guides
Oh my god, thank you!
Dude, THANK YOU. this is a godsend as i am going crazy trying to micro my colony's gear, and i only have 9 pawns 😢
commenting to help the algorithm (this is awesome, you deserve more subs)
I use this every run, thanks for making a quick reference for me to look up.
An absolute time saver!! TYSM
Always appreciate your concise and right to the point guides. Good stuff
What a beautiful base
Thanks, Adam!
Great info, thank you very much!! 😊
If you do want to micromanage materials a little more, clicking on the info button for a bill will show the stats for that piece of apparel at normal quality, with whatever material you want. This is probably more important with temperature rather than defense. Leathers and furs vary a lot in heat and cold insulation, so if you don't have the high end materials, or live in a very extreme biome, picking the right material for a hat can make a noticeable difference.
can you try combat extended sometime? I kind of want to see how your strategies change as a result of the different combat mechanics.
Love your stuff and guides you do, very helpful for people like me!
PS. If you do ever try the mod you can turn ammo off if you'd prefer a less micro-ey and more vanilla feeling. Again love your stuff
Probably won't in the near future. it has been requested thousands of times, though, so I can see me doing a playthrough of it when the DLC dies down a bit (whenever that is).
@@AdamVsEverything Hurray!
Also Keep up the good work!
this is the best way to manage clothing
That's a beautiful base. Who are you and what have you done with Adam??
You should check out the base I made for my Anima Tree guide lol -> th-cam.com/video/PiRGAbB6hzo/w-d-xo.html
Thanks for the video, always learning something new from rimworld (and you)
Great guide!! Thank you for sharing
Great guide, I'm always wondering how to manage clothes.
Thanks for the guide Adam, see you in streamathon for 1.5...=)
Helping those silly little pawns work smarter not harder.
I feel like a fool. I’ve always done clothing so it counts equipped and I make enough for each colonist. But then when I caravan and look away for a second, my tailor has made 15 million pairs of pants…
I learned two key things here; the value drop-off, and wait, you just click and drag to set pawn settings like that?!? I do this for zones but never twigged to do it on other menus :(
Thanks Adam, always great content.
Nice, thanks!
Ye ole Algo's. Great guide as always!
Nice work!
Great guide as always.
Algorithm please boost this video.
Knew all of this before but great and consise vid 👍
As always, great guide.
Oh boy have I been doing it wrong! I guess that explains my over abundance of pants...
For ages I've been running orders for apparel to by 10 as default, counting equipped, 51-100% pausing, and unpausing at 5. I think completely misunderstood how the system worked.
Now if I could just figure out a way to mix protection and cold insulation properly. -50c winters are fun.
Thanks for uploading Adam.😊😊
This was rlly helpful tysm!
Such a great guide. Thank you!
Good guide, would be nice if it would include auto-burning/smelting of the stuff too
I used the only allowed ingredients checklist and set it to human leather for the mood buff
I mentioned it is different if you are doing a cannibal/warcrime playthrough :P
The "Only Allowed Ingredients" option is extremely useful in apparel crafting. Bills are completed top to bottom so I setup a bills with Only best ingredients Allowed, and higher crafter skill above bills for the same item but with lesser ingredients lower, and lower required crafter skill without the "Only Allowed Ingredients" box checked. If there are both good ingredients, and a skilled crafter then the first bill will be done, and satisfy the second bill. Otherwise the second bill is done by a lower level crafter, and the first bill waits unfilled until ingredients and crafter is available.
this was an excellent guide!
Thanks Adam always helpfull
thanks for the video! see you on stream =D
Are these Rimworld-themed subtitle fonts new? I never noticed them before. Pretty cool.
I added them manually - glad you like them!
If you put a stockpile zone under the workplace, you can get your colonist to drop on floor and still count how many they make.
That is what I generally do as well, depending on colony size etc.
Me, who does this already: I'mma watch it
if you ever want to make a guide to furniture/rooms please note that in very small rooms (like 2/3) bedrolls are BETTER than beds for room quality, as they dont take up any spaces, allowing for colonists to be happy with a 2 by 3 made of wood with a double wool bed (excelent for comfort, higher quality for sleep rate) as the room is considered "dull"
i mean cotton bed, as cotton is the cheapest material it makes great furniture
I would love to see a guide of a policy breakdown.
Ihave an hard time to micromanage what is best for who tho. Typically, I like my worker/fighter to wear some really good leather apparel, so they can tank at least a few shoot. But I have to either force them to wear the stuff I want them to wear, or set a dedicated policy (but unfortunatly, you can allow a specific material apparel). I really found the diversity in rimworld in regard of what can be used to be a night mare ^^ I guess it's get better once you know the game better
Great reminder to have to automate clothing though since your not using the "count equipped" when the pawn drops the worn clothing wouldn't that worn out count towards the count as well? Automating to create items I've always find a bit easier, disposing of items though is a challenge of it's own. Feels like I have to create way too many rule sets to smelt or destroy unneeded gear.
No, that's the whole purpose of this. You set the bill to a higher percentage than the assignment. When the pawn's clothing falls below the threshold they take it off and put a new one on from stockpile/shelf. Then it automatically queues a new one to be made at the bench. Count equipped would mean you'd have to change the number to match pawns+1 to hold things in stock.
The exact setup I showed is what I use every single game and it works perpetually with no micromanagement.
@@AdamVsEverythingwatched again not being tired this time picked up a lot of the smaller details that I missed. Definitely better than others I've seen before.
my habit has always been to tank the "-3 tattered apparel" thought even in the lategame, lmao
really useful ty
YOOOO i didnt know it was copy and paste like that omg that will save me so much time.
What I have been wondering is if there’s a similar way to manage how many meals my colony keeps on hand.
That one is on the list as well!
I'm at the start of the playlist, but I don't see an other video about clothing and I don't see a comment about this subject: what if I wanted a pawn to wear only a certain material? Example, for wealth management I want a pawn incapable of violence to wear the duster made out of cloth (since I only want the insulation) and leave the devilstrand duster to my hunter. Google only talks about mods, so I imagine there's isn't a quick and automatic solution in the base game?
There is not a perfect solution for that in vanilla.
Question, how would i get rid of all the low quality or tattered equipment? Can they be recycled if there something expensive like recon armor? Or do i have to just leave them outside to rot or sell them if i dont want it?