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Difference between revisions of "40d:Wear"

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Storage in [[barrel]]s will delay wear both in and out of stockpiles.
 
Storage in [[barrel]]s will delay wear both in and out of stockpiles.
  
Some [[food]], specifically uncooked [[meat]], [[fish]], and [[clothes]] are still subject to '''wear''' when stored in stockpiles. Wear of barrelled meat or fish will set in roughly 2 seasons after [[butcher]]ing or arriving at the area with [[trade]]rs, increasing by roughly one level per season. Raw fish will instead rot.
+
Some [[food]], specifically uncooked [[meat]] and [[fish]], are still subject to '''wear''' when stored in stockpiles. Wear of barrelled meat or fish will set in roughly 2 seasons after [[butcher]]ing or arriving at the area with [[trade]]rs, increasing by roughly one level per season. Raw fish will instead rot.
  
 
Mangled food can still be cooked, seemingly without quality loss, although the value of the prepared food will be calculated using the reduced value of the ingredients.
 
Mangled food can still be cooked, seemingly without quality loss, although the value of the prepared food will be calculated using the reduced value of the ingredients.
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The remains of [[vermin]], as well as [[corpse]]s and [[chunks]], will rot both inside and outside, more importantly they will cause [[miasma]] inside. It is therefore necessary to keep an eye on tidying up and either have refuse stockpiles outside or separated by doors from the rest of your fortress if inside.
 
The remains of [[vermin]], as well as [[corpse]]s and [[chunks]], will rot both inside and outside, more importantly they will cause [[miasma]] inside. It is therefore necessary to keep an eye on tidying up and either have refuse stockpiles outside or separated by doors from the rest of your fortress if inside.
  
Clothing will wear over a period of years as it is being worn by a creature. Currently{{v|0.28.181.40d}} no unhappy thoughts result from this wear.
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Clothing will show wear over a period of years when it is being worn by a creature. Currently{{v|0.28.181.40d}} no unhappy thoughts result from this wear.
  
 
Wear can be caused by heavy traffic over the location an item is stored.
 
Wear can be caused by heavy traffic over the location an item is stored.

Revision as of 21:42, 18 June 2009

Many items are subject to wear/rotting/withering if stored outside.

There are three levels of wear, which are signified by, in order of increasing wear, x, X and XX bracketing the item. Viewing will give an account of how badly worn(with some wear...mangled) the item is. Item value is significantly affected by the level of wear.

Most items are not subject to wear when stored in stockpiles, inside, notably prepared meals, drinks and plants. Some items, in particular plants and cooked meals, will still rot when lying around outside of stockpiles, in workshops, or, worse, in water.

Storage in barrels will delay wear both in and out of stockpiles.

Some food, specifically uncooked meat and fish, are still subject to wear when stored in stockpiles. Wear of barrelled meat or fish will set in roughly 2 seasons after butchering or arriving at the area with traders, increasing by roughly one level per season. Raw fish will instead rot.

Mangled food can still be cooked, seemingly without quality loss, although the value of the prepared food will be calculated using the reduced value of the ingredients.

The remains of vermin, as well as corpses and chunks, will rot both inside and outside, more importantly they will cause miasma inside. It is therefore necessary to keep an eye on tidying up and either have refuse stockpiles outside or separated by doors from the rest of your fortress if inside.

Clothing will show wear over a period of years when it is being worn by a creature. Currentlyv0.28.181.40d no unhappy thoughts result from this wear.

Wear can be caused by heavy traffic over the location an item is stored.