v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "Soap"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(the bug relating to buckets in barrels has been fixed in 42.01)
 
(40 intermediate revisions by 24 users not shown)
Line 1: Line 1:
{{Quality|Superior|02:43, 19 August 2014 (UTC)}}
+
{{Quality|Exceptional|10:23 11/01/2023(GMT)}}
 
{{av}}
 
{{av}}
 +
[[File:soap_sprite_preview.png|right]]'''Soap''' is a particularly useful type of [[bar]] used for [[clean self|personal cleaning]], which increases happiness ("recently took a soapy bath") and lowers the chances of an [[Health care|infection]] in case of [[wound|injury]], and for cleaning [[wound]]s in [[hospital]]s, preventing infections from developing. It is thus a vital commodity in dwarven [[health care]], and one not traded in [[caravan]]s: you're going to have to make soap yourself.
  
'''Soap''' is a particularly useful type of [[bar]] used for [[clean self|personal cleaning]], which increases happiness ("recently took a soapy bath") and lowers the chances of an [[Health care|infection]] in case they are [[wound]]ed, and for cleaning [[wound]]s in [[hospital]]s, preventing infections from developing. It is thus a vital commodity in dwarven [[health care]], and one not traded in [[caravan]]s: 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 [[workshop]]s.
+
Soap is stored in Bar/Block [[stockpiles]] with the "soap" option enabled.
 +
 
 +
Unlike most other items, bars of soap have a "durability" level which allows jobs to partially consume them – each bar starts with 150 units, and cleaning jobs consume varying quantities of soap before ultimately using it up.
  
 
== Manufacture ==
 
== Manufacture ==
 +
Soap is made of two components, <u>[[lye]]</u> and either <u>[[tallow]]</u> or seed <u>[[oil]]</u>, and requires a dedicated workshop, the [[soap maker's workshop]]. These ingredients combine into a somewhat complicated production process:
 +
:* for <u>Lye</u>: [[Woodcutting|Cutting down]] a tree produces [[wood]] logs; turn one into [[ash]] at a [[wood furnace]], then turn that ash into <u>[[lye]]</u> at an [[ashery]].
  
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 [[woodcutting|cut down]]. [[Tallow]] is rendered from [[fat]] from butchered [[creature|animal]]s at a [[kitchen]], requiring either [[Meat industry|livestock]] or [[hunting]] activities, while oil must be [[pressing|pressed]] from seeds or rock nuts at a [[screw press]], which first requires [[plant gathering|gathering]] up or [[farming|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.
+
:* <u>Tallow</u> ''or'' <u>Oil</u>: You have 2 options, and either works the same; you can either...
 +
::* a) for <u>Tallow</u>: Kill an [[creature|animal]], either [[Meat industry|domestic animal]] or from [[hunting]], and [[butcher]] it at a [[butcher's shop]]. Then, render the [[fat]] from the butchering into <u>[[tallow]]</u> at a [[kitchen]].
 +
:: ...''OR''...
 +
::* b) for <u>Oil</u>: Collect some [[Oil#Oil-producing_crops|oil producing plants]], either via either [[plant gathering|gathering]] or [[farming|growing]] [[crop]]s, respectively, and then process them for their [[seed]]s* at a [[farmer's workshop]]; these are then [[pressing|pressed]] at a [[screw press]], producing <u>oil</u>.
 +
:::: ''(* [[Rock nut]]s are "seeds" from [[quarry bush]]es, just with a different, specific name. [[Olive]]s can be pressed for oil; this works as well.)''
  
{{/flowchart}}
+
:: ''(Note: There are a number of by-products produced in either path for tallow or oil; these can be useful to a fortress, but are not relevant to soap making.)''
  
== Hygiene ==
+
One unit of lye plus one unit of either tallow or oil, combined in a [[soap maker's workshop]], creates a single bar of finished soap.
  
Dwarves do not require soap to clean [[contaminant]]s 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, [[hospital]]s 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.
+
* After it's produced, a bar of soap is given a name based on the animal or plant it was derived from; thus you can have a bar of "rattlesnake tallow soap" or "olive oil soap", etc., with zero effective difference in game play.
  
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. 
+
{{/flowchart}}
 +
{{clear}}
  
Soap is stored in bar/block stockpiles with the "soap" option enabled.
+
=== Work Orders ===
  
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.  
+
Setting up [[work orders]] for soap can be tricky, as two of the recommended conditions are wrong:
 +
* The recommended condition for lye is "lye-containing items", but this is incorrect, as a barrel containing 10 items of lye will only count as a single lye-''containing'' item. Instead, for "Type" select "Liquid" and for "Mat" select "Lye", resulting in a condition on simply "lye".
 +
* The recommended condition for the output is simply "bars", which is rather unhelpful. To make a condition for just soap bars, for "Type" select "Bars", and then go into "Adj" and check "Soap items". While many soap materials are listed under "Mat", make sure none of these are selected, as these will check only for that specific kind of soap.
  
== Trade value ==
+
== Hygiene ==
 +
Dwarves do not require soap to clean [[contaminant]]s such as mud and blood from themselves – if necessary, they will use [[murky pool]]s, 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 some bloodstains. For cleaning wounds and preventing infection after [[surgery]], however, [[hospital]]s should be kept stocked with a small amount of soap. Soap will get used up as dwarves wash themselves, and dirtier dwarves consume soap more quickly.
  
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.
+
Dwarves have an internal "dirtiness" level, which slowly builds up over time, gets lowered when they have a bath, and lowered further when they have a soapy bath.  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.
  
 
{{Translation
 
{{Translation
Line 28: Line 41:
 
| elvish  = dathe
 
| elvish  = dathe
 
| goblin  = snubez
 
| goblin  = snubez
| human  = kamven
+
| human  = kamven}}
}}
 
 
 
== Bugs ==
 
  
* There is a bug that prevents soap creation when lye buckets are stored in barrels.{{bug|8660}} As a solution to this bug it is suggested to forbid lye storing in food stockpiles and then create a custom stockpile just for lye (found as a subcategory in food stockpiles) and then forbid the use of barrels for that lye stockpile. '''This has been fixed''' in 42.01.
 
  
 +
{{gamedata}}
 +
{{materials}}
 
{{Industry}}
 
{{Industry}}
 
{{Category|Healthcare}}
 
{{Category|Healthcare}}
 
{{Category|Materials}}
 
{{Category|Materials}}
 +
[[ru:Soap]]

Latest revision as of 21:41, 24 November 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

Soap sprite preview.png

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 of injury, 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 soap yourself.

Soap is stored in Bar/Block stockpiles with the "soap" option enabled.

Unlike most other items, bars of soap have a "durability" level which allows jobs to partially consume them – each bar starts with 150 units, and cleaning jobs consume varying quantities of soap before ultimately using it up.

Manufacture[edit]

Soap is made of two components, lye and either tallow or seed oil, and requires a dedicated workshop, the soap maker's workshop. These ingredients combine into a somewhat complicated production process:

  • Tallow or Oil: You have 2 options, and either works the same; you can either...
...OR...
(* Rock nuts are "seeds" from quarry bushes, just with a different, specific name. Olives can be pressed for oil; this works as well.)
(Note: There are a number of by-products produced in either path for tallow or oil; these can be useful to a fortress, but are not relevant to soap making.)

One unit of lye plus one unit of either tallow or oil, combined in a soap maker's workshop, creates a single bar of finished soap.

  • After it's produced, a bar of soap is given a name based on the animal or plant it was derived from; thus you can have a bar of "rattlesnake tallow soap" or "olive oil soap", etc., with zero effective difference in game play.
Soapmaking procedure
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
Soap

Work Orders[edit]

Setting up work orders for soap can be tricky, as two of the recommended conditions are wrong:

  • The recommended condition for lye is "lye-containing items", but this is incorrect, as a barrel containing 10 items of lye will only count as a single lye-containing item. Instead, for "Type" select "Liquid" and for "Mat" select "Lye", resulting in a condition on simply "lye".
  • The recommended condition for the output is simply "bars", which is rather unhelpful. To make a condition for just soap bars, for "Type" select "Bars", and then go into "Adj" and check "Soap items". While many soap materials are listed under "Mat", make sure none of these are selected, as these will check only for that specific kind of soap.

Hygiene[edit]

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 some bloodstains. 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, and dirtier dwarves consume soap more quickly.

Dwarves have an internal "dirtiness" level, which slowly builds up over time, gets lowered when they have a bath, and lowered further when they have a soapy bath. 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" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: uben
Elven: dathe
Goblin: snubez
Human: kamven


More: GemsMetalsStones
Creature
BloodBoneCartilageCheeseChitinEggFatFeatherHair (WoolYarn) • HoofHornIchorLeatherMilkMeatNailNervous tissueOrgansParchmentPearlScaleShellSilkSkinSpitSweatTallowTearsToothWax
Plant
Fiber (PaperSlurry) • FlowerFruitLeafOil • Plant powders (DyeFlourSugar) • Seed (Press cake) • Wood
Creature/Plant
Inorganic
Hardcoded
AmberAshCoralFilthFuelGlassGrimeIceLyeMagmaMudPearlashPotashSaltUnknown substanceVomitWater
See also: Material science
Primary
Beekeeping · Farming · Fishing · Gathering · Meat · Poultry · Stone · Wood
Secondary
Alcohol · Armor · Arms · Ceramic · Extract · Finished goods · Fuel · Furniture · Gem · Glass · Metal · Paper · Soap · Textile
Tertiary
Quaternary