Currently, all the different types of material (like Leather, or Linen) make Clothing Fabric, which is required to craft clothes.There are a multitude of diseases in Rimworld.
This is something that might be added further into early access.
There are currently no variations of materials needed to make different clothes (like wool for winter and linen for summer).
There is no penalty for wearing dead people's clothes like there is in Rimworld.
This is plague-stricken Medieval England.you probably shouldn't let anything go to waste. These items can later be broken down at the Tailor workstation to be reused for future clothing. The best way to make sure your citizens are always wearing the best possible clothes is to set up a "Forbidden" stockpile for all the useless items of clothing. RELATED: Going Medieval: How To Remove Chains That might change in a future update, but for now, it's a bit more fiddly to micro-manage what your settlers are wearing. Setting their management tab to "All" apparel will just prioritize the nearest item of clothing. There is no way to make sure that they always wear the highest-quality version of clothes unless you manually select the item. Managing which clothes your settlers actually wear can be tricky. Managing The Items Of Clothing Your Settlers Wear Your settler can wear a 7/100 Good item of clothing and they won't have a negative debuff, although you need to be careful: if that item breaks, they might run off and equip an ugly bit of clothing.ĭuring the summer and winter, it's a good idea to force your settlers to wear either winter or summer apparel due to the temperature, much like how it's a good idea to build underground to keep your food cool. The hit points of an item of clothing don't make any difference to quality rating. Any item of clothing that is Flimsy or Sturdy (the two worst versions of clothes) will give a negative mood debuff to your citizens. There is a range of different clothing qualities in Going Medieval, ranging from Flimsy to Good, or better.