The Embroidered Envoy Robe: From Tribal Workbench to Noble Hall
OCTOBER 12-26, 2026 / DEVELOPMENT UPDATE

The Embroidered Envoy Robe now has a wider role in colony life. Its latest revision improves fit, adds beauty, broadens materials and lets a skilled fox crafter make it without a research gate. The same garment can remain useful as a settlement grows from a tribal camp toward a noble household.
Who can make it, and where
Crafting requires Crafting 5 and an eligible Vulpite fox crafter. The rule includes the original Vulpite, Vulpite V2 and recognized inherited or custom genomes with an active family gene. A fox-like hairstyle or a renamed xenotype label does not establish eligibility.
The recipe is available at the Crafting Spot, hand tailoring bench and electric tailoring bench. It has no research requirement in the R3 revision. Cost is 80 of one fabric, leather or raw-hide type, plus ten silver. Bio-Arbor fabrics and the mod's generated raw hides are included. Older .136 notes describing cloth-only ingredients and Complex Clothing describe the first version, not the current recipe.
Fox-only crafting does not mean fox-only wearing. Other pawns who satisfy ordinary humanlike apparel requirements can wear the finished robe. The recipe's work and quality calculation now use Crafting explicitly, correcting the missing work-skill problem found in the supplied log.
Better coverage, clear dye behavior
The robe gains a longer hem and broader side coverage through native apparel scaling and a small body-scaled downward offset. Six body-specific texture sets cover Female, Male, Thin, Fat, Hulk and Child in four directions. Infants remain excluded by the ordinary developmental-stage filter. This coverage does not establish a custom fit for every third-party alien body mesh.
The main fabric can be dyed through the game's normal apparel dye system. Colored robes retain white embroidery; white and near-white neutral robes use black embroidery so the pattern remains visible. The trim follows the saved dye color on worn and item graphics. Hair-color inheritance does not recolor the robe.
Beauty and noble use
Base item Beauty is 3, with PawnBeauty +1 while worn. Ordinary quality rules can change displayed item beauty, and existing quality is not rerolled. Royal body-clothing tags and the Cape alternative make the robe suitable for noble torso-clothing requirements when Royalty is present. Required headwear and title-quality conditions remain separate checks.
The robe remains a non-stuff item. Leather, hides and fabric are crafting choices; they do not add the material's usual stuff-based armor or insulation modifiers. Fixed protection remains unchanged, so the robe should be assessed as clothing rather than assumed to become armor because a tougher hide was used.
Existing bills may need attention
Older robe bills can retain cloth-only ingredient filters. Edit the bill's allowed ingredients or create a new bill to expose leather, hides and other fabrics. Assign an eligible fox crafter with Crafting 5. Native parsing, crafting eligibility, noble-tag matching and body-geometry checks are included in the revision, while live appearance with every belt, basket, hairstyle and tail combination remains a testing task.
