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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.

"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"
}
FieldDescription
skinsRates for clothing skins, by texture ID. See Skins.
typesRates for every clothing entry that a query describes. See Types.
setsClothing set IDs that the culture’s people wear. Wardrobe rules that ask for the culture’s sets use these.
liveryA livery style ID: the default livery of the culture’s settlements. See Livery.
paletteA list of dye colours, such as "#5A3E2B". Accepted, but not used yet.
FieldDescription
patternA skin texture ID. A pattern that ends with / or * matches every ID that starts with it. Any other pattern matches one ID.
rateThe multiplier for matching skins. More than 1 makes them more likely, less than 1 makes them less likely. The default is 1.
spiritOptional. A list of Community Spirit axes. See Spirit.
FieldDescription
selectA query. A clothing entry matches when it fits every field of the query. See Queries.
rateThe multiplier for matching entries. The default is 1.
spiritOptional. A list of Community Spirit axes. See Spirit.

Every query field is optional. A list matches when the entry has any of its values. An empty query matches every entry.

FieldValues
layerbase, outerwear, armour or accessory.
slothead, body, legs, feet, back, belt, neck or hands. An entry that covers all slots matches any slot.
materialOne material or a list, such as wool or ["linen", "cotton"].
spiritOne Community Spirit axis or a list. Matches entries tagged with the axis.
occasionOne occasion or a list.
thermalwarm, cool or any. The default is any.
sourceOne source or a list: the pack or mod that supplies the entry.
  • When several entries in skins or types match, their rates multiply.
  • A culture with no entry that matches leaves the weight as it is.

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.

A villager with a mix of cultures uses the clothing of every culture in the mix:

PartHow it mixes
skins, typesEach rate counts as rate ^ share. A culture with the whole mix keeps its rates. A culture with a small share barely changes them.
setsOnly from cultures with a share of 25% or more.
liveryFrom the culture with the largest share.

livery names a livery style that people wear over their gear. A settlement uses the first livery that applies:

  1. Townstead first uses a livery that the settlement proclaimed.
  2. Then a livery that the settlement’s faction, or a faction above it, proclaimed.
  3. Then the livery of the culture that most residents of the settlement have. This is the culture default.

A subculture with no livery uses its parent’s.