Clothing
A culture’s clothing block changes how likely its people are to wear each outfit. Every entry is a rate, not a rule: a culture makes some clothes more or less likely, and never forbids others.
Example
Section titled “Example”"clothing": { "skins": [ { "pattern": "examplepack:skins/clothing/fisherfolk/", "rate": 6 } ], "types": [ { "select": { "material": "wool", "layer": "outerwear" }, "rate": 4, "spirit": ["nautical"] }, { "select": { "occasion": "formal" }, "rate": 0.5 } ], "sets": ["examplepack:oilskins"], "livery": "examplepack:fisherfolk/oilskin"}Fields
Section titled “Fields”| Field | Description |
|---|---|
skins | Rates for clothing skins, by texture ID. See Skins. |
types | Rates for every clothing entry that a query describes. See Types. |
sets | Clothing set IDs that the culture’s people wear. Wardrobe rules that ask for the culture’s sets use these. |
livery | A livery style ID: the default livery of the culture’s settlements. See Livery. |
palette | A list of dye colours, such as "#5A3E2B". Accepted, but not used yet. |
| Field | Description |
|---|---|
pattern | A skin texture ID. A pattern that ends with / or * matches every ID that starts with it. Any other pattern matches one ID. |
rate | The multiplier for matching skins. More than 1 makes them more likely, less than 1 makes them less likely. The default is 1. |
spirit | Optional. A list of Community Spirit axes. See Spirit. |
| Field | Description |
|---|---|
select | A query. A clothing entry matches when it fits every field of the query. See Queries. |
rate | The multiplier for matching entries. The default is 1. |
spirit | Optional. A list of Community Spirit axes. See Spirit. |
Queries
Section titled “Queries”Every query field is optional. A list matches when the entry has any of its values. An empty query matches every entry.
| Field | Values |
|---|---|
layer | base, outerwear, armour or accessory. |
slot | head, body, legs, feet, back, belt, neck or hands. An entry that covers all slots matches any slot. |
material | One material or a list, such as wool or ["linen", "cotton"]. |
spirit | One Community Spirit axis or a list. Matches entries tagged with the axis. |
occasion | One occasion or a list. |
thermal | warm, cool or any. The default is any. |
source | One source or a list: the pack or mod that supplies the entry. |
How Rates Combine
Section titled “How Rates Combine”- When several entries in
skinsortypesmatch, their rates multiply. - A culture with no entry that matches leaves the weight as it is.
Spirit
Section titled “Spirit”An entry with spirit grows with the village. For each axis in the list, Townstead multiplies the rate by 1 + the village's share of that axis. The share is from 0 to 1.
For example, "rate": 4, "spirit": ["nautical"] gives a rate of 4 in a village with no nautical buildings, and 6 in a village where half of the spirit is nautical.
Mixed Cultures
Section titled “Mixed Cultures”A villager with a mix of cultures uses the clothing of every culture in the mix:
| Part | How it mixes |
|---|---|
skins, types | Each rate counts as rate ^ share. A culture with the whole mix keeps its rates. A culture with a small share barely changes them. |
sets | Only from cultures with a share of 25% or more. |
livery | From the culture with the largest share. |
Livery
Section titled “Livery”livery names a livery style that people wear over their gear. A settlement uses the first livery that applies:
- Townstead first uses a livery that the settlement proclaimed.
- Then a livery that the settlement’s faction, or a faction above it, proclaimed.
- Then the
liveryof the culture that most residents of the settlement have. This is the culture default.
A subculture with no livery uses its parent’s.