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# System prepended metadata

title: Tailoring 2.0

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# Tailoring 2.0

[TOC]

## Abstract
In Tailoring 2.0, the new Tailor job crafts clothing with mechanical benefits for the wearer. Clothing is made with a modular system to choose the appearance and the buffs it gives to the wearer. The constituent elements for the clothes require unlocking by various means, such as purchase with credits or other station activities such as science experiments. Once unlocked these can be combined to design an article of clothing, and the required materials used to create the finished piece.

The job serves the purpose of giving value to many underutilised crafting materials like animal skins, leather and durathread, and encourage interaction with the economy system in return for the benefits of the clothes (Don't think the Tailor's just giving you your fancy corgi fur tux with real gold fabric without passing on the cost of unlocking these things)

## Goals
* Allow the creation of special clothing which imparts mechanical benefits by wearing it, and the customisation of the benefits given
* Involve multiple other jobs in the production process through fulfilling material requirements and unlocking tailoring options
* Encourage participation in the station economy by making credit-locked things expensive enough for the Tailor to expect customers to contribute
* Incentivise skinning Ian to make a nice fur coat

## Non-Goals
* Compete with other modular equipment (MODsuits by Fikou 2021) which offer tools and abilities.
* Create clothing which is objectively superior to other options without drawbacks
* Allow the tailor to operate at full efficiency without interdepartmental cooperation

## Content

### The Tailor
The Tailor as a job falls under the service department, with a boutique somewhere on station to serve his needs. They are responsible for creating handmade clothing for the crew using the tools supplied to them.

### Handmade Clothing
Handmade clothing is the output product of the Tailor's efforts. These exquisite creations are created in a modular fashion from three component parts, the pattern, the stitching, and up to two linings. (These parts are collectively referred to as elements)

* Patterns define the slot the clothing goes in and its appearance. Appearance is entirely cosmetic, but the slot will sometimes affect what linings can be used.
* Stitching defines how well put together the clothing is. This choice affects two quantities, a percentage modifier on the finished item's durability and a percentage modifier on certain linings.
* Linings define the special features of the clothing that set it apart from mere mass produced articles found anywhere else. Some linings are slot restricted.

### Sewing Machine
The sewing machine is the heart of the Tailor's job. This is where handmade clothing is created from its constituent parts.

The sewing machine UI allows the user to select a pattern, a stitching, and two linings from those currently unlocked on the tailoring database (Linings have an option to be left empty if desired, the pattern and stitching are mandatory.)

If a selected lining is incompatible with the current pattern it will be highlighted in the UI, and the user will not be allowed to proceed with locking in the design until compatible elements are selected.

Some patterns support GAGS recolouring, if this is the case for the selected pattern the user will be able to do so in the same way as the clothes vendor.

Once the desired clothing has been designed it can be locked in with a button, allowing materials to be added to the machine. Every element has an associated material cost, and once the total cost for all parts of the clothing design have been input the finished product will be released.

If the user changes their mind they can unlock the sewing machine again, cancelling crafting of the design and ejecting all resources already added.

### Tailoring Database
The tailoring database is used to unlock new elements and track what has already been unlocked. Some elements are unlocked by default at roundstart, some are dependent on the progress of other jobs, and some are purchasable with credits. The tailoring database is linked to sewing machines by multitool to let them use its database of elements. The database can be backed up via disk and transferred to other tailoring database computers in case the original is destroyed.

If backups are not kept and the computer is destroyed, unlocks based on external progress such as experiments is retained to avoid having to make other jobs redo content to appease the tailor, however all credits invested are lost.

### Tailor Bounties
Bounties for the Tailor are clothing and tailoring related, with examples such as:
* X sheets of Y tailoring related material
* An article of clothing with X pattern
* An article of clothing with linings X and Y

The bounties are intended to give the tailor an outlet to practice their craft in the absence of player custom, but the payout should not be sufficient to fully repay the credit investment in unlocks the first time a particular bounty is completed so player engagement is still an important part of turning a profit.

## Design Elements

### Patterns
#### Sample Pattern
* Slot
* GAGS compatible?
* Material cost
* Unlock requirement

\[sprite goes here\]

#### Golden Tuxedo
* Slot: Jumpsuit
* GAGS compatible?: No
* Material cost: 4x cloth, 5x gold bar
* Unlock requirement: 500 credits

### Stitchings
#### Sample Stitching
* Durability modifier
* Lining modifier
* Material cost
* Unlock requirement

#### Ordinary Stitching
* Durability modifier: +0%
* Lining modifier: +0%
* Material cost: 2x cloth
* Unlock requirement: Roundstart

### Linings
#### Sample Lining
* Effect
* Modifier
* Slot restriction?
* Material cost
* Unlock requirement

#### Durathread Lining
* Effect: Gives the wearer protection equivalent to that of /obj/item/clothing/suit/armor/vest/durathread for the chest (If slot is jumpsuit or suit) or head (If slot is hat)
* Modifier: Armour values
* Slot restriction?: Jumpsuit, suit, or hat
* Material cost: 5x durathread, 5x leather
* Unlock requirement: 

#### Corgi Fur Trim
* Effect: Applies a +2 to the wearer's mood when the clothing is worn
* Modifier: Mood buff
* Slot restriction?: None
* Material cost: 1x corgi hide, 2x cloth
* Unlock requirement: 250 credits