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Guide to Crafting Efficient Clothing and Armor in RimWorld and Keeping Your Colonists Happy Learn how to automate the production and equipping of clothing and armor in RimWorld to avoid mood penalties and keep your colonists happy. The video explains how to set up manufacturing orders, manage materials, and establish clothing policies for an efficient and autonomous system.
Guide to Crafting Efficient Clothing and Armor in RimWorld and Keeping Your Colonists Happy
1. 👕 The Importance of Clothing and Armor in RimWorld: Durability and Mood
  • ✅ Clothing and armor wear out over time, losing durability. Damage received and the passage of time contribute to this wear.
  • ⚠️ Worn clothing (less than 50% durability) negatively affects the mood of colonists, potentially causing mental breakdowns.
  • ✅ Automating the manufacture and changing of clothes is crucial to maintain the well-being of the colonists.
00:00 - 00:56
1. 👕 The Importance of Clothing and Armor in RimWorld: Durability and Mood
  • ✅ Clothing and armor wear out over time, losing durability. Damage received and the passage of time contribute to this wear.
  • ⚠️ Worn clothing (less than 50% durability) negatively affects the mood of colonists, potentially causing mental breakdowns.
  • ✅ Automating the manufacture and changing of clothes is crucial to maintain the well-being of the colonists.
00:57 - 02:26
2. ⚙️ Manufacturing Automation: Quantity, Durability and Quality
  • ✅ Add a manufacturing project at any workstation (tailor bench, machining table, etc.).
  • ✅ Change the order to "Make until X" and set the initial quantity to 1 to avoid overproduction.
  • ✅ Adjust the minimum durability percentage (55% to avoid the negative modifier, 61% if you plan to sell the used clothing).
  • ✅ In the early stages, use any quality. Later, demand higher qualities with valuable materials.
02:27 - 03:39
3. 🧵 Material Selection and Important Restrictions
  • ✅ By default, colonists will use any available textile.
  • ✅ To use a specific material, allow only that material and uncheck the others.
  • ⚠️ Important! Disable manufacturing with human leather unless your colony accepts it as policy, as it causes mood penalties.
  • ✅ Activate "only allowed ingredients" to control the materials used.
03:40 - 04:58
4. 📦 Adequate Storage for Efficient Manufacturing
  • ✅ Garments must be stored (on the floor, warehouse or shelf) for manufacturing to stop when the limit is reached.
  • ✅ Activate "take to best stockpile" to avoid errors.
  • ✅ Place a stockpile zone near the workstation, restricted only to the garment being manufactured, and set the minimum durability percentage.
04:59 - 07:09
5. 👗 Clothing Policies: Automating Clothing Changes
  • ✅ Manage clothing policies from the "Assign" tab.
  • ✅ Edit the colony's policy (or create a new one) and set the durability to a number slightly lower than the minimum of the production order (eg: 54% if the station manufactures at 55%).
  • ✅ Uncheck "tainted apparel" to prevent colonists from using it.
  • ✅ Select the garments you want the colonists to wear and prohibit the rest.
07:10 - 08:09
6. ✅ Benefits of an Automated Clothing and Armor System
  • ✅ Colonists will automatically change into clothes in good condition.
  • ✅ Artisans will constantly replenish the equipment inventory.
  • ✅ Mood crises are avoided and a stable colony is maintained.
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