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Difference between revisions of "40d:Wear"

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Most items are subject to wear/rotting/withering if stored '''outside'''.  
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Many items are subject to wear/rotting/withering if stored '''outside'''.  
  
Most items are ''not'' subject to wear when stored '''inside''', notably prepared meals, [[Alcohol|drinks]] and [[plants]]. 'Stored' here refers to stockpiles, some items may still rot when lying around randomly, in workshops, or, worse, in water.
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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 effected by the level of wear.
  
Some [[food]], specifically uncooked [[meat]] and [[fish]], and [[clothes]] are still subject to '''wear''' when stored inside. Wear of barreled meat will then set in roughly 2 seasons after butchering or trading.  
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Most items are ''not'' subject to wear when stored in stockpiles, 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 workshops, or, worse, in water.
  
The remains of vermin will rot both inside and outside, more important they will cause [[miasma]] inside. It is therefore necessary to keep an eye on tidying up and either have refuse stockpiles outside or well separated from the rest of your fortress if inside.
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Storage in barrels will delay wear both in and out of stockpiles.
  
Storage in barrels will delay wear both inside and outside.
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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 butchering or arriving at the area with traders, increasing by roughly one level per season. Raw fish will instead rot.
  
Wear will be signified by different "levels" of x or X bracketing the item and viewing will give an account of how badly worn (some wear...mangled) the item is.  
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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.
  
Mangled food can still be cooked, seemingly without quality loss, although its value is given as 0☼.
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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 well separated from the rest of your fortress if inside.
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Clothing will wear over a period of years as it is being worn by a creature. Currently{{v|0.27.176.38c}} no unhappy thoughts result from this wear.
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Wear can be caused by heavy traffic over the location an item is stored.

Revision as of 08:47, 4 May 2008

Many items are subject to wear/rotting/withering if stored 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 effected by the level of wear.

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

Storage in barrels will delay wear both in and out of stockpiles.

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 butchering or arriving at the area with traders, increasing by roughly one level per season. Raw fish will instead rot.

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 well separated from the rest of your fortress if inside.

Clothing will wear over a period of years as it is being worn by a creature. Currentlyv0.27.176.38c no unhappy thoughts result from this wear.

Wear can be caused by heavy traffic over the location an item is stored.