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 "v0.34:Clothing"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(children are definitely no longer unconcerned about their clothing, rewrite)
Line 6: Line 6:
 
In theory, clothing provides less protection against attacks than "real" armor, but some players claim that leather cloaks and hoods offer significant protection from attacks.  Also, there have been humorous bugs in the past where animal teeth were not hard enough to bite through silk shirts and artifact glass serrated disks could not pierce [[goblin]] clothes.
 
In theory, clothing provides less protection against attacks than "real" armor, but some players claim that leather cloaks and hoods offer significant protection from attacks.  Also, there have been humorous bugs in the past where animal teeth were not hard enough to bite through silk shirts and artifact glass serrated disks could not pierce [[goblin]] clothes.
  
Currently dwarves need no protection from cold environments, but get bad [[thought]]s if they are naked, or wearing old or tattered clothes. Babies do not wear clothes, but all adult and child dwarves will claim, and wear, clothing automatically. Children are allegedly immune to negative thoughts about their nudity, but upon reaching adulthood, they will be slammed with the teenage blues in the form of terrible shame at being exposed. [[Tantrum spiral]]s in your young adult population are likely unless you plan ahead and have already produced shoes, shirts, trousers, or whatever else the kids are into these days.
+
Currently dwarves need no protection from cold environments, but get bad [[thought]]s if they are naked, or wearing old or tattered clothes. Babies do not wear clothes, but all adult and child dwarves will claim, and wear, clothing automatically. [[Tantrum spiral]]s are likely unless you produce shoes (an item of particular concern -- lack of shoes produces a specific bad thought separate from general nudity- and clothing-decay-related thoughts) and body-covering items such as shirts, trousers, dresses and robes.
  
 
Another use for clothes (besides selling them to [[caravan]]s) is keeping your dwarves from stepping barefoot in the [[syndrome|poisonous]] blood left by some [[forgotten beast]]s.
 
Another use for clothes (besides selling them to [[caravan]]s) is keeping your dwarves from stepping barefoot in the [[syndrome|poisonous]] blood left by some [[forgotten beast]]s.

Revision as of 22:00, 19 April 2012

This article is about an older version of DF.
For making clothes, see Textile industry

Clothes are items made out of cloth or leather which are worn by sentient creatures to protect them from the elements, from damage, and to cover themselves. Articles of clothing work similarly to armor, but are distinguished by the fact that they are owned by your dwarves, and wear out over time. Technically, clothing is simply armor with an armor level of 0. In particular, boots (low or high) are armor, and not clothing.

In theory, clothing provides less protection against attacks than "real" armor, but some players claim that leather cloaks and hoods offer significant protection from attacks. Also, there have been humorous bugs in the past where animal teeth were not hard enough to bite through silk shirts and artifact glass serrated disks could not pierce goblin clothes.

Currently dwarves need no protection from cold environments, but get bad thoughts if they are naked, or wearing old or tattered clothes. Babies do not wear clothes, but all adult and child dwarves will claim, and wear, clothing automatically. Tantrum spirals are likely unless you produce shoes (an item of particular concern -- lack of shoes produces a specific bad thought separate from general nudity- and clothing-decay-related thoughts) and body-covering items such as shirts, trousers, dresses and robes.

Another use for clothes (besides selling them to caravans) is keeping your dwarves from stepping barefoot in the poisonous blood left by some forgotten beasts.

Clothes are stored as finished goods, and may be stored in bins. Dwarves will store their personal unworn clothing in their rooms, either directly on the floor, or in cabinets.

While in a stockpile (or a dwarf's personal quarters), clothing is usually safe from being damaged, but as soon as a dwarf puts on an item of clothing, it begins to degrade, and will wear out eventually. Clothing that is owned but which is not worn and not in a dwarf's quarters will eventually revert to unowned status, eligible to be picked up by some desperate, rag-clad (or unclad) boor. Clothing which is in a refuse stockpile is supposed to degrade quickly.

Size

Clothing and armor all have a size associated with them, and equipment made for one size of creature cannot be worn by larger or smaller creatures. For dwarves, this applies to clothes and armor worn by humans and trolls (which will appear to be "large"(*) as well as kobolds (which will appear to be "small"); goblins and elves are the same size as dwarves, so their clothing and armor can be equipped rather than being limited to melting (in the case of metal armor) or using as trade goods (especially once decorated).

Any clothing/armor that isn't small or large is one-size-fits-all, and can be worn by any dwarf, from the smallest child to the biggest adult.

(*) With one exception: Items made from leather from large rats will appear as "large rat leather ______". Human-sized gloves made from large rat leather would be "large large rat leather gloves." There are no "rats" that provide leather, so while confusing, this is definitive.)