|This article is about the current version of DF.|
Soap is a particularly useful type of bar used for personal cleaning, which increases happiness ("recently took a soapy bath") and lowers the chances of an infection in case they are wounded, and for cleaning wounds in hospitals, preventing infections from developing. It is thus a vital commodity in dwarven health care, and one not traded in caravans: you're going to have to make some soap yourself. Since soap is considered to be a bar it can be used to make constructions and workshops.
Soap is made of two components, lye and fat (either tallow or oil), and requires a dedicated workshop, the soap maker's workshop. It has a somewhat complicated production process; lye must be produced at an ashery from ash, which in turn must be created at a wood furnace from wood logs that must first be cut down. Tallow is rendered from fat from butchered animals at a kitchen, requiring either livestock or hunting activities, while oil must be pressed from seeds or rock nuts at a screw press, which first requires gathering up or growing crop and then processing them at the farmer's workshop. One unit of tallow or oil plus one of lye creates a single bar of finished soap.
|Chop wood||Butcher an animal||Mill seeds with a quern or millstone||Press oil from olives (fruit) in a screw press|
|Make ash in a wood furnace||Render fat in a kitchen||Press oil from seed paste in a screw press|
|Make lye at an ashery||Tallow||Oil|
|Lye||Tallow or Oil|
|Make soap at a soap maker's workshop|
Dwarves do not require soap to clean contaminants such as mud and blood from themselves - if necessary, they will use murky pools, artificial pools of water, brooks, or a well. However, using soap will often generate the happy thought "recently took a soapy bath". It is possible to construct bath-houses (rooms containing pools of water, a soap stockpile, and perhaps a few nice statues) so dwarves living deep underground need not venture to dangerous cave pools or surface brooks to clean off a little mud or bloodstain. For cleaning wounds and preventing infection after surgery, however, hospitals should be kept stocked with a small amount of soap. Soap will get used up as dwarves wash themselves; the current rate seems to be 1/10 a bar per washing, so each bar lasts quite a while.
Dwarves have an internal "dirtiness" level, which gets lowered when they have a bath, lowered further when they have a soapy bath and slowly builds up over time. This "dirtiness" value is connected to the chance of getting an infection if the dwarf is injured, making soap useful as a preventative as well as treatment.
Soap is stored in bar/block stockpiles with the "soap" option enabled.
A convenient way to keep an emergency stockpile of soap is to use it as a building material for workshops or constructions such as walls. When/if you need more soap, you can deconstruct and get the soap bars back. Since soap in a hospital is reserved for hospital use, this is especially useful in case you start to produce soap before setting up a hospital.
 Trade value
Soap has no quality modifiers when it is created and as a "bar" has a rather moderate base item value of 5☼, only adjusted by the material value modifier of the tallow (1 for most animals) or oil (5 for all oils) used in production. The resultant trade prices thus range from 5☼ (tallow soap from ordinary animals) and 25☼ (plant oil soaps) to 75☼ (dragon tallow soap) per bar. Since most oils require three separate jobs to create (plant processing, milling and pressing) and soap requires another three jobs (wood burning, lye making and finally soap making), producing soap for export doesn't make economical sense.
|"Soap" in other Languages
[MATERIAL_TEMPLATE:SOAP_TEMPLATE] [STATE_COLOR:ALL_SOLID:CREAM] [STATE_NAME:ALL_SOLID:soap] [STATE_ADJ:ALL_SOLID:soap] [STATE_COLOR:LIQUID:CREAM] [STATE_NAME:LIQUID:melted soap] [STATE_ADJ:LIQUID:melted soap] [STATE_COLOR:GAS:CREAM] [STATE_NAME:GAS:n/a] [STATE_ADJ:GAS:n/a] [DISPLAY_COLOR:7:0:1] [MATERIAL_VALUE:1] [SPEC_HEAT:800] [IGNITE_POINT:10508] [MELTING_POINT:10078] [BOILING_POINT:NONE] [HEATDAM_POINT:10250] [COLDDAM_POINT:9900] [MAT_FIXED_TEMP:NONE] [SOLID_DENSITY:500] [LIQUID_DENSITY:NONE] [MOLAR_MASS:NONE] [IMPACT_YIELD:10000] [IMPACT_FRACTURE:10000] [IMPACT_STRAIN_AT_YIELD:100] [COMPRESSIVE_YIELD:10000] [COMPRESSIVE_FRACTURE:10000] [COMPRESSIVE_STRAIN_AT_YIELD:100] [TENSILE_YIELD:10000] [TENSILE_FRACTURE:10000] [TENSILE_STRAIN_AT_YIELD:100] [TORSION_YIELD:10000] [TORSION_FRACTURE:10000] [TORSION_STRAIN_AT_YIELD:100] [SHEAR_YIELD:10000] no data [SHEAR_FRACTURE:10000] [SHEAR_STRAIN_AT_YIELD:100] [BENDING_YIELD:10000] [BENDING_FRACTURE:10000] [BENDING_STRAIN_AT_YIELD:100] [MAX_EDGE:0] [ABSORPTION:100] [REACTION_CLASS:SOAP] [IMPLIES_ANIMAL_KILL] [SOAP][SOAP_LEVEL:2]
|Primary Industries||Beekeeping - Farming - Fishing - Gathering - Meat - Poultry - Stone - Wood|
|Secondary Industries||Alcohol - Armor - Arms - Ceramic - Extract - Finished goods - Fuel - Furniture - Gem - Glass - Metal - Paper - Soap - Textile|
|Tertiary Industries||Military - Health care - Noble - Trade|