Duster

Dusters are an item of apparel that provides good heat insulation and protection.
== Acquisition ==
 
Dusters can be purchased from traders or stripped from Outlanders and Pirates.
== Summary ==
== Analysis ==
As parkas are necessary to survive in very cold biomes, dusters are necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding at the peak of summer. When made of tough materials, a duster provides reasonable sharp damage protection, and can be paired with a flak vest for an early and mid game armor set. 
Dusters are usually seen as preferable to jackets, since dusters provide identical armor bonuses, also cover the legs, and have slightly higher hit points (200 vs. 160). Insulation wise, dusters offer significantly better insulation from heat (85% vs. 30%) but worse insulation from cold (60% vs. 80%) and require slightly more resources to craft.
In cold biomes, parkas may be preferable to dusters. While parkas offer less armor than a duster (20% vs. 30%) and don't cover the legs, they are significantly better at insulating from cold (200% vs. 60%)
=== Trade ===
Dusters are the most efficient apparel for profit per unit textile, i.e Value / Material, in the core game. If the Royalty DLC is enabled, this role is instead taken by formal vests and corsets. This is because dusters require the most work time per material. Because an apparel's Market Value is determined by (Work Time * Material Value), you'll get the most value for 1 unit of material by creating dusters / noble apparel. This also means that they have the highest Crafting XP per material.
In other words, dusters are the best when you are limited by your supply of textiles, and when crafter time is in surplus. Note that other considerations can exist.
*If no good crafters are available, but great constructors are, then armchairs are an alternative for Value / Material. However, selling any building incurs a x0.7 Sell Price Multiplier, which makes armchairs inferior for equal skill.
*If Value / Crafter Time is more important, then you should make tribalwear and top hats instead.
:For example, you could create 8 good tribalwears or 6 good dusters for 480 textiles. The tribalwears would take and the duster would take . However, quality applies a flat multiplier, regardless of the work to make. Good quality gives a price multiplier of x1.25, so making tribalwear means you'd get the x1.25 multiplier in less time. Therefore, if materials are not an issue, but crafter time is, then you should make tribalwear (or top hats) instead. If crafter time is infinite, then make formal vests / corsets instead.
Lower-value materials are profitable at lower skill levels. For example, cloth dusters require only a crafting skill of 2 with an average market value modifier of 77% to average a value higher than the 120 of selling the cloth itself, while the most expensive textile, thrumbofur, requires a skill level of 6 to do the same. Thus, a skill level of 6 is sufficient to average profitability for dusters for all available materials.
== Styles ==
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.
Duster.png|Base variant
Spikecore duster.png|Spikecore variant
== Version history ==
* Ideology DLC Release - Received styles via new Ideoligion style system. 
Category:Clothing