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Difference between revisions of "v0.34:Decoration"
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− | + | '''Decorations''' are fancy embellishments of your goods that, while unnecessary, greatly adds to their value for [[trade]] by adding another material to the base item. Most decorations have quality levels: a base value of 10☼, multiplied by its [[Item_value#Material_Multipliers|material multiplier]] and [[Quality|quality multiplier]], 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+». Decoration quality is shown 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. When an item has more than one decoration the quality level of the best one is shown. | |
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− | 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+». Decoration quality is shown 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. When an item has more than one decoration the quality level of the best one is shown | ||
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+ | There are a number of caveats to these embellishments. Weapon decorations do not affect combat multipliers, even if your maul "menaces with spikes of steel." Adding decorations to an item does not increase its weight; this may be a bug. You cannot stud a metal object with the type of metal it is made out of, for obvious reasons. Decorations on products that were stolen or taken from [[caravan]]s certify the product as "home-made", and make it available for trade again. You cannot specify a specific object for a dwarf to decorate; their [[path]]ing will cause them to use the closest suitable object. With the addition of linked [[stockpile]]s, it is possible to set up a stockpile that will lend its contents to beautification; this was much more difficult in the past. | ||
== Types of decoration == | == Types of decoration == | ||
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== Bugs == | == Bugs == |
Revision as of 22:50, 14 June 2012
This article is about an older version of DF. |
Decorations are fancy embellishments of your goods that, while unnecessary, greatly adds to their value for trade by adding another material to the base item. Most decorations have quality levels: a base value of 10☼, multiplied by its material multiplier and quality multiplier, 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+». Decoration quality is shown 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. When an item has more than one decoration the quality level of the best one is shown.
There are a number of caveats to these embellishments. Weapon decorations do not affect combat multipliers, even if your maul "menaces with spikes of steel." Adding decorations to an item does not increase its weight; this may be a bug. You cannot stud a metal object with the type of metal it is made out of, for obvious reasons. Decorations on products that were stolen or taken from caravans certify the product as "home-made", and make it available for trade again. You cannot specify a specific object for a dwarf to decorate; their pathing will cause them to use the closest suitable object. With the addition of linked stockpiles, it is possible to set up a stockpile that will lend its contents to beautification; this was much more difficult in the past.
Types of decoration
- Bone, Hoof, Ivory or tooth, Pearl, Shell,
- At a craftsdwarf's workshop, objects can be decorated with bone, hoof, ivory or tooth, pearl, and shell. Requires bone carving. You cannot choose what kind of object to decorate. Decorating with bone uses up a whole stack of bones. Bug:2011
- Gem
- At a jeweler's workshop, objects can be encrusted with cut gems (including cut glass or cut stones). You may specify whether to decorate furniture, finished goods or ammo. Requires gem setting.
- Metal studs
- At a metalsmith's forge, objects can be studded with various metals. Requires metalcrafting, but does not require fuel.
- Cloth
- At a clothier's shop, cloth images (plant fiber, silk and yarn) can be sewn onto clothing items (including leather armor) and bags. Requires clothesmaking.
- Leather
- At a leather works, leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions. Requires leatherworking.
Decoration | Furniture | Crafts | Clothing | Armor | Weapons | Ammo |
Bone, Hoof, Ivory or tooth, Pearl, Shell | Y | N | ||||
Gem | Y | Y | N | Y | ||
Metal studs | Y | Y | N | |||
Cloth | Y (bags, ropes) | N | Y | Y (leather) | ||
Leather | Y (bags, ropes) | N | Y | Y (leather) |
Bugs
Decorating with bone, horn or hoof uses up the entire remaining stack instead of just one item.Bug:3898