Clothing
If a colonist goes without clothing for an extended period, or wears tattered, worn-out, or deceased-person clothing, their mood will gradually deteriorate and the risk of a mental break will increase. Of course, the game does feature pawns with the “Nudist” trait—whose mood actually improves when they aren’t wearing any clothes—but this is more of an exception to the rule than the norm.
Therefore, an important factor in the colonists’ morale and survival is having clothing that is not worn out—and, in winter, warm clothing to protect against low temperatures. Also clother prowides to pawn some amount of defence from sharp and heat as well.
Ingredients for Crafting
You need to have enought same amount of ingredient to craft something, if its says x20 its must be same material, not Alpaca wool x15 and Devilstrand x5 or something else.

Cloth and Wool
| Name | Market $ | Sharp % | Blunt % | Heat % | In. Cold C | In. Heat C | Beauty % | Flamm. % |
|---|---|---|---|---|---|---|---|---|
| Cloth | 1.50 | 36 | 0 | 18 | 18 | 18 | 100 | 120 |
| Synthread | 4.00 | 94 | 26 | 90 | 22 | 22 | 230 | 70 |
| Devilstrand | 5.50 | 140 | 36 | 300 | 20 | 24 | 320 | 40 |
| Hyperweave | 9.00 | 200 | 54 | 288 | 26 | 26 | 550 | 40 |
| Sheep wool | 2.70 | 36 | 0 | 110 | 26 | 10 | 150 | 170 |
| Alpaca wool | 3.80 | 36 | 0 | 110 | 30 | 16 | 150 | 170 |
| Megasloth wool | 2.70 | 80 | 0 | 110 | 34 | 12 | 150 | 170 |
| Muffalo wool | 2.70 | 36 | 0 | 110 | 28 | 12 | 150 | 170 |
| Bison wool | 2.70 | 36 | 0 | 110 | 26 | 12 | 150 | 170 |

Leather and Fur
| Name | Market $ | Sharp % | Blunt % | Heat % | In. Cold C | In. Heat C | Beauty % |
|---|---|---|---|---|---|---|---|
| Plainleather | 2.10 | 81 | 24 | 150 | 16 | 16 | – |
| Dog leather | 2.00 | 81 | 24 | 150 | 14 | 16 | – |
| Wolfskin | 3.00 | 102 | 24 | 150 | 24 | 16 | 170 |
| Panthera fur | 3.00 | 93 | 24 | 150 | 16 | 24 | 170 |
| Camelhide | 2.30 | 81 | 24 | 150 | 16 | 24 | 130 |
| Bluefur | 2.30 | 81 | 24 | 150 | 20 | 16 | 130 |
| Bearskin | 3.40 | 112 | 24 | 150 | 20 | 20 | 190 |
| Guinea pig fur | 5.00 | 67 | 14 | 150 | 38 | 18 | 280 |
| Human leather | 4.20 | 64 | 24 | 150 | 12 | 12 | – |
| Pigskin | 1.90 | 64 | 24 | 150 | 12 | 12 | – |
| Lightleather | 1.90 | 54 | 14 | 150 | 12 | 12 | – |
| Birdskin | 1.80 | 54 | 14 | 150 | 12 | 12 | – |
| Chinchilla fur | 6.50 | 67 | 14 | 150 | 30 | 16 | 360 |
| Foxfur | 3.50 | 81 | 21 | 150 | 20 | 16 | 200 |
| Lizardskin | 2.10 | 81 | 27 | 150 | 12 | 12 | 120 |
| Elephant leather | 3.00 | 112 | 24 | 150 | 14 | 12 | 160 |
| Heavy fur | 3.30 | 124 | 24 | 150 | 30 | 14 | 185 |
| Rhinoceros leather | 4.20 | 129 | 24 | 150 | 14 | 14 | 240 |
| Thrumbofur | 14.00 | 208 | 36 | 150 | 34 | 22 | 800 |
| Patchleather | 1.50 | 45 | 19 | 90 | 9 | 9 | – |
Quality

Each item in the game have a different quality which is granted during crafting. The higher a colonist’s crafting skill, the greater the chance of producing a high-quality item; conversely, the lower the skill, the poorer the quality of the finished product.
Dependence of parameters on quality:

Cloth tugue (awful – 90%)
- Market value – 17$
- Armor: Sharp – 4.3%
- Armor: Heat – 2.2%
- Insulation: Cold -7.2C

Cloth tugue (poor – 84%)
- Market value – 23$
- Armor: Sharp – 5.8%
- Armor: Heat- 2.9%
- Insulation: Cold – 8.1C

Cloth tugue (normal – 66%)
- Market value – 21$
- Armor: Sharp – 7.2%
- Armor: Heat- 3.6%
- Insulation: Cold -9.0C
Also there is an good, exellent, and legendary quality of items, but to roll them is not easy, and must be colonist with high skill of crafting. So peeps recommend not to wear yours pawns in awful clother and allowing them to sleep in awful beds, because of mood debuff or low protection.



