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Difference between revisions of "v0.34:Wear"
(add note that shoes wear out faster than other things, based on observation of cloistered vampire) |
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− | '''Wear''' is the degradation of materials over time, primarily in the context of | + | '''Wear''' is the degradation of materials over time, primarily in the context of [[clothing]]. Wear will alter the value of an item, and is 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. If you sell tattered clothes to caravans early enough they are still worth good money: |
+ | |||
+ | {| class="wikitable" | ||
+ | ! Wear Level | ||
+ | ! Remaining Value | ||
+ | |- | ||
+ | | xItemx | ||
+ | | 75% | ||
+ | |- | ||
+ | | XItemX | ||
+ | | 50% | ||
+ | |- | ||
+ | | XXItemXX | ||
+ | | 25% | ||
+ | |- | ||
+ | |} | ||
Animal-based products can rot, which is different from wear (see [[miasma]]). Crops and harvested plants can '''wither''' if not stored in a stockpile, making them useless but generating no miasma. | Animal-based products can rot, which is different from wear (see [[miasma]]). Crops and harvested plants can '''wither''' if not stored in a stockpile, making them useless but generating no miasma. | ||
Notes on wear: | Notes on wear: | ||
− | *Clothing over time | + | *[[Clothing]] that is being worn will wear out, over time, due to normal usage. This happens regardless of [[adamantine|material]]. |
− | * | + | *[[Armor]] does not wear out, unless it's kept in a refuse stockpile. |
− | *[[ | + | *All clothing ''and armor'' in a [[refuse stockpile]] will wear out. This is intended as a means of destroying old used clothing that would otherwise make dwarves [[thought|grumpy]]. Note that a stockpile with any type of refuse enabled (such as [[bone]]) counts as a refuse stockpile for wear application. |
− | *Wood and cloth items in a [[ | + | *Non-[[fire-safe]] items (including clothing, leather, and wood) suffer extreme wear while on [[fire]]. |
+ | *[[Building destroyer]]s cause wear on certain types of furniture (such as doors and hatch covers) until they are completely destroyed. | ||
+ | *Wood and cloth items stored aboveground in a [[glacier]] biome (as in a [[trade depot]] or [[Wagon (embark)|starting wagon]]) will suffer wear from exposure; walls do not halt this effect. | ||
*Invaders' clothing is also subject to wear. | *Invaders' clothing is also subject to wear. | ||
*Cages do not prevent wear. | *Cages do not prevent wear. | ||
− | * | + | *[[Artifact]]s are immune to wear. |
− | + | ||
+ | All improvable items made from creature or plant materials (i.e. cloth, silk, leather, yarn, or wood) will gradually wear out over a very long period of time, even if just sitting in stockpiles, gaining one level of wear every 100 years. This is technically a bug - cloth/leather items are supposed to wear out at 5 times this rate.{{bug|6003}} |
Latest revision as of 19:34, 30 September 2014
This article is about an older version of DF. |
Wear is the degradation of materials over time, primarily in the context of clothing. Wear will alter the value of an item, and is 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. If you sell tattered clothes to caravans early enough they are still worth good money:
Wear Level | Remaining Value |
---|---|
xItemx | 75% |
XItemX | 50% |
XXItemXX | 25% |
Animal-based products can rot, which is different from wear (see miasma). Crops and harvested plants can wither if not stored in a stockpile, making them useless but generating no miasma.
Notes on wear:
- Clothing that is being worn will wear out, over time, due to normal usage. This happens regardless of material.
- Armor does not wear out, unless it's kept in a refuse stockpile.
- All clothing and armor in a refuse stockpile will wear out. This is intended as a means of destroying old used clothing that would otherwise make dwarves grumpy. Note that a stockpile with any type of refuse enabled (such as bone) counts as a refuse stockpile for wear application.
- Non-fire-safe items (including clothing, leather, and wood) suffer extreme wear while on fire.
- Building destroyers cause wear on certain types of furniture (such as doors and hatch covers) until they are completely destroyed.
- Wood and cloth items stored aboveground in a glacier biome (as in a trade depot or starting wagon) will suffer wear from exposure; walls do not halt this effect.
- Invaders' clothing is also subject to wear.
- Cages do not prevent wear.
- Artifacts are immune to wear.
All improvable items made from creature or plant materials (i.e. cloth, silk, leather, yarn, or wood) will gradually wear out over a very long period of time, even if just sitting in stockpiles, gaining one level of wear every 100 years. This is technically a bug - cloth/leather items are supposed to wear out at 5 times this rate.Bug:6003