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Difference between revisions of "v0.31:Wear"

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(+wear in glacier biome)
(See discussion page)
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{{Quality|Fine}}
 
{{Quality|Fine}}
  
'''Wear''' is the general degradation of materials over time, primarily in the context of {{L|food}} and {{L|clothing}}. Wear and/or rotting will alter the quality of an item, denoted by the symbols x, X and XX. For example, over time a dwarf's "Pig tail shirt" will degrade into a "xPig tail shirtx" and eventually a "XXPig tail shirtXX" before disappearing entirely.
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'''Wear''' is the degradation of materials over time, primarily in the context of {{L|food}} and {{L|clothing}}. Wear will alter the quality of an item, denoted by the symbols x, X and XX. For example, over time a dwarf's "Pig tail shirt" will degrade into a "xPig tail shirtx" and eventually a "XXPig tail shirtXX" before disappearing entirely.
  
Animal-based products can '''rot''' given enough time, rendering the product unusable and generating {{L|miasma}} which gives your dwarves unhappy {{L|thoughts}}. Crops and harvested plants can '''wither''', making them useless but generating no miasma.
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Animal-based products can rot, which is different from wear (see  {{L|miasma}}). Crops and harvested plants can '''wither''' if not stored in a stockpile, making them useless but generating no miasma.
  
Clothing and leather items are worn down very rapidly after catching on {{L|fire}}.
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Notes on wear:
 
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*Clothing over time will wear due to normal usage.
If a {{L|Trade depot|trade depot}} is built outside in a {{L|Glacier}} biome, wood and cloth items will degrade until purchased. This will also happen to items in a {{L|Wagon (embark)|starting wagon}} in a similar location. Walls do not halt the effect.  
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*Clothing and leather items are worn down very rapidly after catching on {{L|fire}}.
 
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*{{L|Troll}}s can beat on doors, wearing them out until they break.
== Preventing the Problem ==
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*Wood and cloth items in a {{L|Trade depot}}s built outside in a {{L|Glacier}} biome will degrade until purchased. This will also happen to items in a {{L|Wagon (embark)|starting wagon}} in a similar location. Walls do not halt the effect.  
 
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*Invaders' clothing is also subject to wear.
The good news is that food items will eventually disappear on their own if left alone to decay - however, the best preventative measure is to use them up before they go bad.
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*Cages do not prevent wear.
 
 
{{L|Skin}} and {{L|fat}} can be processed into {{L|leather}} and {{L|tallow}}, respectively, neither of which can rot. {{L|Meat}} and various {{L|prepared organs|organs}} can be cooked, prolonging their shelf life. Plants can be brewed or processed into goods which do not wither.
 
 
 
{{L|Vermin}} will accelerate decay; as such, your food stocks should be kept in {{L|barrel}}s and guarded by {{L|cat}}s or {{L|trapper}}s.  
 
  
 
== Dealing with Decay ==
 
== Dealing with Decay ==
  
A refuse {{L|stockpile}} will accept corpses, butchery products, bones, and rotten items. Placing one aboveground will allow corpses and meat to rot without producing miasma; if this is not an option, a sealed room can contain miasma safely without bothering the whole fort. Stockpile settings will allow you to sort your refuse as needed.
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Dwarves will pick up new clothes if it available.  However, {{bug|2481}} prevents dwarves from using their acquired clothes.
 
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{{L|Vermin}} will accelerate food decay; as such, your food stocks should be kept in {{L|barrel}}s and guarded by {{L|cat}}s or {{L|trapper}}s.
Some corpses cannot be butchered; most notably, invaders such as {{L|goblin}}s and {{L|kobold}}s.
 
 
 
Slain dwarves will rot unless put into a {{L|coffin}}. They are stored in a graveyard stockpile until then.
 

Revision as of 02:59, 2 June 2011

This article is about an older version of DF.

Wear is the degradation of materials over time, primarily in the context of Template:L and Template:L. Wear will alter the quality of an item, denoted by the symbols x, X and XX. For example, over time a dwarf's "Pig tail shirt" will degrade into a "xPig tail shirtx" and eventually a "XXPig tail shirtXX" before disappearing entirely.

Animal-based products can rot, which is different from wear (see Template:L). Crops and harvested plants can wither if not stored in a stockpile, making them useless but generating no miasma.

Notes on wear:

  • Clothing over time will wear due to normal usage.
  • Clothing and leather items are worn down very rapidly after catching on Template:L.
  • Template:Ls can beat on doors, wearing them out until they break.
  • Wood and cloth items in a Template:Ls built outside in a Template:L biome will degrade until purchased. This will also happen to items in a Template:L in a similar location. Walls do not halt the effect.
  • Invaders' clothing is also subject to wear.
  • Cages do not prevent wear.

Dealing with Decay

Dwarves will pick up new clothes if it available. However, Bug:2481 prevents dwarves from using their acquired clothes. Template:L will accelerate food decay; as such, your food stocks should be kept in Template:Ls and guarded by Template:Ls or Template:Ls.