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	<updated>2026-04-11T06:17:01Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=Soap&amp;diff=315136</id>
		<title>Soap</title>
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		<updated>2026-02-22T19:09:37Z</updated>

		<summary type="html">&lt;p&gt;Enon: /* Work Orders */  added description of a seed oil soap automation problem.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:23 11/01/2023(GMT)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:soap_sprite_preview.png|right]]'''Soap''' is a particularly useful type of [[bar]] used for [[clean self|personal cleaning]], which increases happiness (&amp;quot;recently took a soapy bath&amp;quot;) 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.&lt;br /&gt;
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Soap is stored in Bar/Block [[stockpiles]] with the &amp;quot;soap&amp;quot; option enabled.&lt;br /&gt;
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Unlike most other items, bars of soap have a &amp;quot;durability&amp;quot; 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.&lt;br /&gt;
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== Manufacture ==&lt;br /&gt;
Soap is made of two components, &amp;lt;u&amp;gt;[[lye]]&amp;lt;/u&amp;gt; plus ''either'' &amp;lt;u&amp;gt;[[tallow]]&amp;lt;/u&amp;gt; from butchering ''or'' &amp;lt;u&amp;gt;[[oil]]&amp;lt;/u&amp;gt; from [[Oil#Oil-producing_crops|oil producing plants]], and requires a dedicated workshop, the [[soap maker's workshop]]. Manufacturing these ingredients from scratch results in a somewhat complicated production process:&lt;br /&gt;
&lt;br /&gt;
* for &amp;lt;u&amp;gt;Lye&amp;lt;/u&amp;gt;: [[Woodcutting|Cut down]] a tree to produce [[wood]] logs; turn one log into [[ash]] at a [[wood furnace]], then turn that ash into &amp;lt;u&amp;gt;[[lye]]&amp;lt;/u&amp;gt; at an [[ashery]]. &lt;br /&gt;
* &amp;lt;u&amp;gt;Tallow&amp;lt;/u&amp;gt; ''or'' &amp;lt;u&amp;gt;Oil&amp;lt;/u&amp;gt;: You have 2 options, and either works the same; you can either... &lt;br /&gt;
** a) for &amp;lt;u&amp;gt;Tallow&amp;lt;/u&amp;gt;: 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 &amp;lt;u&amp;gt;[[tallow]]&amp;lt;/u&amp;gt; at a [[kitchen]].&lt;br /&gt;
*: ...''OR''...&lt;br /&gt;
** b) for &amp;lt;u&amp;gt;Oil&amp;lt;/u&amp;gt;: 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 &amp;lt;u&amp;gt;oil&amp;lt;/u&amp;gt;.&lt;br /&gt;
**: ''(* [[Rock nut]]s are &amp;quot;seeds&amp;quot; from [[quarry bush]]es, just with a different, specific name. [[Olive]]s can be pressed for oil; this works as well.)''&lt;br /&gt;
* Combine one unit of lye plus one unit of either tallow or oil at a [[soap maker's workshop]], creating a single bar of finished &amp;lt;u&amp;gt;soap&amp;lt;/u&amp;gt;.&lt;br /&gt;
*: ''(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.)''&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;rattlesnake tallow soap&amp;quot; or &amp;quot;olive oil soap&amp;quot;, etc.; this has no effective difference in game play.&lt;br /&gt;
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{{/flowchart}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Work Orders ===&lt;br /&gt;
&lt;br /&gt;
Setting up [[work orders]] for soap can be tricky, as two of the recommended conditions are wrong:&lt;br /&gt;
* The recommended condition for lye is &amp;quot;lye-containing items&amp;quot;, but this is incorrect, as a barrel containing 10 items of lye will only count as a single lye-''containing'' item. Instead, for &amp;quot;Type&amp;quot; select &amp;quot;Liquid&amp;quot; and for &amp;quot;Mat&amp;quot; select &amp;quot;Lye&amp;quot;, resulting in a condition on simply &amp;quot;lye&amp;quot;.&lt;br /&gt;
* The recommended condition for the output is simply &amp;quot;bars&amp;quot;, which is rather unhelpful. To make a condition for just soap bars, for &amp;quot;Type&amp;quot; select &amp;quot;Bars&amp;quot;, and then go into &amp;quot;Adj&amp;quot; and check &amp;quot;Soap items&amp;quot;. While many soap materials are listed under &amp;quot;Mat&amp;quot;, make sure none of these are selected, as these will check only for that specific kind of soap.&lt;br /&gt;
* There is also a complication with seed oil soap automation, where both seed paste (pressed for oil) and seed press cake (food byproduct of oil pressing) use the non-specific &amp;quot;Glob&amp;quot; type classification in work order conditions. This means that seed paste will not be triggered for production in a mill/quern until seed press cake stock is also consumed.&lt;br /&gt;
&lt;br /&gt;
== Hygiene ==&lt;br /&gt;
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]] &amp;quot;recently took a soapy bath&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
Dwarves have an internal &amp;quot;dirtiness&amp;quot; level, which slowly builds up over time, gets lowered when they have a bath, and lowered further when they have a soapy bath.  This &amp;quot;dirtiness&amp;quot; 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.  &lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = uben&lt;br /&gt;
| elvish  = dathe&lt;br /&gt;
| goblin  = snubez&lt;br /&gt;
| human   = kamven}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Soap]]&lt;/div&gt;</summary>
		<author><name>Enon</name></author>
	</entry>
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