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It doesn't really affect stats or anything though.
also make sure that it is actually the apparel headgear slot they need, because they will still complain if they don't have stuff like vests or shirts or whatever for the other slots
These lines need to be added to the XML file.
<shaderType>CutoutComplex</shaderType>
<useWornGraphicMask>true</useWornGraphicMask>
An example of this is the DeerSkull hat in https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2567387768
Sorry for my bad English.
also I've allowed them to be relics in the update so you can set one as a relic or have one randomly generate as a relic
https://drive.google.com/file/d/1jOZi6eZR5EAUOXESOhavWKJe0-CWt6p6/view?usp=sharing
and yeah I just set it as Metallic so you can make the stuffable one out of stuff like steel, silver, gold (even though you have one specifically for that), etc etc
I think you should also be able to recolor the stuffable one to any color if you have dubs paint mod or character editor
So for example, the simple helmet from the base game is stuffable, as it can be made from gold, plasteel, silver, steel, or uranium. The wiki summarizes it best.
"Stuff is a concept in RimWorld's code by which a material can be chosen before creation of an item or building, used in the item's construction and the stats of the chosen material affect the stats of the end product.
An item that can do this is called "stuffable". Examples of stuffable things include walls, tables, longswords and plate armor.
Stuff is usually categorized. For example, an item can be made of "Leathery" stuff i.e. that part of the recipe can be fill by the correct amount of any given Leather. Categories include:
Leathery, Fabric, Woody, Metallic, Stony"