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Difference between revisions of "Wear"
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(*Worn clothing issued to military is not replaced. {{bug|6039}}) |
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==Bugs== | ==Bugs== | ||
*Cloth and leather items suffer gradual wear at 1/5 the intended rate.{{bug|6003}} [[DFHack]]'s "tweak craft-age-wear" (enabled by default) modifies these items to wear at the intended rate (one wear level every 20 years). | *Cloth and leather items suffer gradual wear at 1/5 the intended rate.{{bug|6003}} [[DFHack]]'s "tweak craft-age-wear" (enabled by default) modifies these items to wear at the intended rate (one wear level every 20 years). | ||
+ | *Worn clothing issued to military is not replaced. {{bug|6039}} |
Revision as of 16:35, 6 July 2015
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
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 worn 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.
- Clothing worn by invaders is also subject to wear.
- Cages do not prevent wear.
- All improvable items made from creature or plant materials (e.g. 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.
- Artifacts are immune to wear.