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Difference between revisions of "40d:Decoration"
(Er, pretty sure weapons and armor CAN be decorated (almost certain I have a few in my fort, and why would the example be *«+steel battle axe+»* if it was impossible?), just only with metal studs) |
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+ | {{quality|Exceptional|16:00, 29 April 2011 (UTC)}}{{av}} | ||
A decorative image raises the [[value]] of an object by adding another material to the base item. Decorations have quality levels. The base value of a decoration is 10☼, multiplied by its [[Item_value#Material_Multipliers|material multiplier]] and [[Quality|quality multiplier]] that are separate from the item itself. | A decorative image raises the [[value]] of an object by adding another material to the base item. Decorations have quality levels. The base value of a decoration is 10☼, multiplied by its [[Item_value#Material_Multipliers|material multiplier]] and [[Quality|quality multiplier]] that are separate from the item itself. | ||
− | When an item is decorated, it is shown with double angle brackets - for example, a (no quality) decorated +steel battle axe+ becomes a «+steel battle axe+». Decorations are outside the double angle-brackets, the item quality remains within them with the item. So if you have *«+steel battle axe+»*, you have a +steel battle axe+ with *decorations* on it. These decorations do not affect combat multipliers. | + | When an item is decorated, it is shown with double angle brackets - for example, a (no quality) decorated +steel battle axe+ becomes a «+steel battle axe+». Decorations are outside the double angle-brackets, the item quality remains within them with the item. So if you have *«+steel battle axe+»*, you have a +steel battle axe+ with *decorations* on it. These decorations do not affect combat multipliers. Decorating an ''imported'' item will remove it from that category (remove the (item) brackets) and reclassify it into the according category of your created [[wealth]]. |
− | An object may be decorated with any number of materials, provided the materials are of different types. For example, you can decorate an object with turtle shell and cave lobster shell, but you can't decorate it with turtle shell twice. | + | An object may be decorated with any number of materials, provided the materials are of different types. For example, you can decorate an object with turtle shell and cave lobster shell, but you can't decorate it with turtle shell twice. The exceptions are [[cloth]] and [[leather]] images; only one cloth or leather image can be sewn into each item, regardless of how many kinds of cloth and leather you have. |
− | You cannot specify a specific object for a dwarf to decorate. Dwarves will use the closest object that has not already been decorated with the material they intend to decorate the next object with. The exception is when encrusting something with gems, where you are able to specify a category of goods to be decorated. | + | You cannot specify a specific object for a dwarf to decorate. Dwarves will use the closest object that has not already been decorated with the material they intend to decorate the next object with. The exception is when encrusting something with gems, where you are able to specify a category of goods to be decorated. Of course you can always seal in (forbidden doors) your artisan Rumpelstiltskin style, complete with workshop, the materials you want him to use and the objects you want decorated (dumping them inside the to-be-sealed-off area might work best) to ensure proper conduct. |
For more information regarding the different types of decorations, see [[value]]. | For more information regarding the different types of decorations, see [[value]]. | ||
;Bone, Shell | ;Bone, Shell | ||
− | : Objects can be decorated with [[bone]] or [[shell]] at a [[ | + | : Objects can be decorated with [[bone]] or [[shell]] at a [[craftsdwarf's workshop]]. Requires [[bone carving]]. |
;Gem | ;Gem | ||
Line 16: | Line 17: | ||
;Metal studs | ;Metal studs | ||
− | : Objects can be studded with various metals at a metalsmith's forge. | + | : Objects can be studded with various metals at a [[metalsmith's forge]]. Requires [[metalcrafting]], but does not require [[fuel]]. |
;Cloth | ;Cloth | ||
− | : [[Cloth]] images (both plant fiber and silk) can be sewn onto clothing items and bags at a [[clothier's shop]]. Cloth images cannot be sewn onto bags or quivers that contain items. Requires [[clothier]]. | + | : [[Cloth]] images (both plant fiber and silk) can be sewn onto clothing items (including leather armor) and bags at a [[clothier's shop]]. Cloth images cannot be sewn onto bags or quivers that contain items. Requires [[clothier|clothesmaking]]. |
;Leather | ;Leather | ||
: Leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions. Requires [[leatherworking]] and a [[leather works]]. | : Leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions. Requires [[leatherworking]] and a [[leather works]]. | ||
− | The type of decoration | + | The type of decoration, be it spikes, bands, or pictures, may affect the value of the item as perceived by other civilizations - [[elf]] caravans, for example, ignore spikes when trading for your goods. Highly skilled decorators will often create a picture of something special, like an artifact, or even parts of your history, similar to [[engraving]] a natural wall or floor. |
+ | == Tips and tricks == | ||
'''Makeshift tapestries'''<br /> | '''Makeshift tapestries'''<br /> | ||
− | If your fortress is above ground or you otherwise have inadequate natural rock walls to [[engrave]], [[Restraint|rope]]s or [[ | + | If your fortress is above ground or you otherwise have inadequate natural rock walls to [[engrave]], [[Restraint|rope]]s or [[bag]]s sewn with [[image]]s can be a way of recording your fortress' history instead of [[stone detailing]]. When built as restraints (for decorated ropes), or as [[container]]s (for decorated [[bag]]s), dwarves can gain happy [[thought]]s by admiring them, so they can function as makeshift tapestries. If you build unowned bags, however, make sure to {{k|f}}orbid them afterwards or your Dwarves will constantly perform the "Check Chest" job on them. |
− | + | {{Category|Items}} |
Latest revision as of 02:55, 2 July 2012
This article is about an older version of DF. |
A decorative image raises the value of an object by adding another material to the base item. Decorations have quality levels. The base value of a decoration is 10☼, multiplied by its material multiplier and quality multiplier that are separate from the item itself.
When an item is decorated, it is shown with double angle brackets - for example, a (no quality) decorated +steel battle axe+ becomes a «+steel battle axe+». Decorations are outside the double angle-brackets, the item quality remains within them with the item. So if you have *«+steel battle axe+»*, you have a +steel battle axe+ with *decorations* on it. These decorations do not affect combat multipliers. Decorating an imported item will remove it from that category (remove the (item) brackets) and reclassify it into the according category of your created wealth.
An object may be decorated with any number of materials, provided the materials are of different types. For example, you can decorate an object with turtle shell and cave lobster shell, but you can't decorate it with turtle shell twice. The exceptions are cloth and leather images; only one cloth or leather image can be sewn into each item, regardless of how many kinds of cloth and leather you have.
You cannot specify a specific object for a dwarf to decorate. Dwarves will use the closest object that has not already been decorated with the material they intend to decorate the next object with. The exception is when encrusting something with gems, where you are able to specify a category of goods to be decorated. Of course you can always seal in (forbidden doors) your artisan Rumpelstiltskin style, complete with workshop, the materials you want him to use and the objects you want decorated (dumping them inside the to-be-sealed-off area might work best) to ensure proper conduct.
For more information regarding the different types of decorations, see value.
- Bone, Shell
- Objects can be decorated with bone or shell at a craftsdwarf's workshop. Requires bone carving.
- Gem
- Objects can be encrusted with cut gems (and cut glass) at a jeweler's workshop. You may specify whether to decorate furniture, finished goods or ammo. Requires gem setting.
- Metal studs
- Objects can be studded with various metals at a metalsmith's forge. Requires metalcrafting, but does not require fuel.
- Cloth
- Cloth images (both plant fiber and silk) can be sewn onto clothing items (including leather armor) and bags at a clothier's shop. Cloth images cannot be sewn onto bags or quivers that contain items. Requires clothesmaking.
- Leather
- Leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions. Requires leatherworking and a leather works.
The type of decoration, be it spikes, bands, or pictures, may affect the value of the item as perceived by other civilizations - elf caravans, for example, ignore spikes when trading for your goods. Highly skilled decorators will often create a picture of something special, like an artifact, or even parts of your history, similar to engraving a natural wall or floor.
Tips and tricks[edit]
Makeshift tapestries
If your fortress is above ground or you otherwise have inadequate natural rock walls to engrave, ropes or bags sewn with images can be a way of recording your fortress' history instead of stone detailing. When built as restraints (for decorated ropes), or as containers (for decorated bags), dwarves can gain happy thoughts by admiring them, so they can function as makeshift tapestries. If you build unowned bags, however, make sure to forbid them afterwards or your Dwarves will constantly perform the "Check Chest" job on them.