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Difference between revisions of "40d:Wear"

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Many items are subject to '''wear/rotting/withering''' if stored '''outside'''.  
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{{Quality|Superior|10:52, 18 May 2015 (UTC)}}
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Many items are subject to '''wear/rotting/withering''' if left '''outside'''.  
  
 
There are three levels of wear, which are signified by, in order of increasing wear, x, X and XX bracketing the item. Viewing will give an account of how badly worn(with some wear...mangled) the item is. Item [[value]] is significantly affected by the level of wear.
 
There are three levels of wear, which are signified by, in order of increasing wear, x, X and XX bracketing the item. Viewing will give an account of how badly worn(with some wear...mangled) the item is. Item [[value]] is significantly affected by the level of wear.
  
Most items are ''not'' subject to wear when stored in [[stockpile]]s, inside, notably prepared meals, [[Alcohol|drinks]] and [[plants]]. Some items, in particular plants and cooked meals, will still rot when lying around outside of stockpiles, in [[workshop]]s, or, worse, in [[water]].
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Most items are ''not'' subject to wear when stored in [[stockpile]]s, or inside, notably prepared meals, [[Alcohol|drinks]] and [[plant]]s. Some items, in particular plants, bags, and cooked meals, will still rot when lying around inside, outside of stockpiles, in [[workshop]]s, or, worse, in [[water]].
  
Storage in [[barrel]]s will delay wear both in and out of stockpiles.
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Certain types of [[vermin]], if left unchecked, can cause wear on food even when stored in stockpiles. Storing food in [[barrel]]s can reduce the amount of wear, and metal barrels are observed to provide better protection.
  
Some [[food]], specifically uncooked [[meat]], [[fish]], and [[clothes]] are still subject to '''wear''' when stored in stockpiles. Wear of barrelled meat or fish will set in roughly 2 seasons after [[butcher]]ing or arriving at the area with [[trade]]rs, increasing by roughly one level per season. Raw fish will instead rot.
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Plants will not '''wither''' on stockpiles, but will wither on fields if not harvested in time.
  
Mangled food can still be cooked, seemingly without quality loss, although the value of the prepared food will be calculated using the reduced value of the ingredients.
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'''Mangled''' food can still be cooked, seemingly without quality loss, although the value of the prepared food will be calculated using the reduced value of the ingredients.
  
The remains of [[vermin]], as well as [[corpse]]s and [[chunks]], will rot both inside and outside, more importantly they will cause [[miasma]] inside. It is therefore necessary to keep an eye on tidying up and either have refuse stockpiles outside or separated by doors from the rest of your fortress if inside.
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The remains of [[vermin]], as well as [[corpse]]s and [[chunk]]s, will rot both inside and outside, more importantly they will cause [[miasma]] inside. It is therefore necessary to keep an eye on tidying up and either have refuse stockpiles outside or separated by doors from the rest of your fortress if inside.
  
Clothing will wear over a period of years as it is being worn by a creature. Currently{{v|0.28.181.40d}} no unhappy thoughts result from this wear.
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Clothing will show wear over a period of years when it is being worn by a creature. Currently, no unhappy thoughts result from this wear.
  
Wear can be caused by heavy traffic over the location an item is stored.
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All improvable items made from cloth, silk, or leather will gradually wear out over a very long period of time, even if just sitting in stockpiles, gaining one level of wear every 20 years. Items made of wood wear out even more slowly - one level every 100 years.

Latest revision as of 19:31, 3 January 2019

This article is about an older version of DF.

Many items are subject to wear/rotting/withering if left outside.

There are three levels of wear, which are signified by, in order of increasing wear, x, X and XX bracketing the item. Viewing will give an account of how badly worn(with some wear...mangled) the item is. Item value is significantly affected by the level of wear.

Most items are not subject to wear when stored in stockpiles, or inside, notably prepared meals, drinks and plants. Some items, in particular plants, bags, and cooked meals, will still rot when lying around inside, outside of stockpiles, in workshops, or, worse, in water.

Certain types of vermin, if left unchecked, can cause wear on food even when stored in stockpiles. Storing food in barrels can reduce the amount of wear, and metal barrels are observed to provide better protection.

Plants will not wither on stockpiles, but will wither on fields if not harvested in time.

Mangled food can still be cooked, seemingly without quality loss, although the value of the prepared food will be calculated using the reduced value of the ingredients.

The remains of vermin, as well as corpses and chunks, will rot both inside and outside, more importantly they will cause miasma inside. It is therefore necessary to keep an eye on tidying up and either have refuse stockpiles outside or separated by doors from the rest of your fortress if inside.

Clothing will show wear over a period of years when it is being worn by a creature. Currently, no unhappy thoughts result from this wear.

All improvable items made from cloth, silk, or leather will gradually wear out over a very long period of time, even if just sitting in stockpiles, gaining one level of wear every 20 years. Items made of wood wear out even more slowly - one level every 100 years.