- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "v0.34:Wear"
(Added warning about masterwork items decaying) |
(verify, please) |
||
Line 2: | Line 2: | ||
{{Quality|Fine}} | {{Quality|Fine}} | ||
− | '''Wear''' is the degradation of materials over time, primarily in the context of [[food]] and [[clothing]]. Wear will alter the quality of an item, 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 this happens to a piece of [[quality|masterwork]] clothing, the dwarf who created it will get an unhappy [[thought]]. Trading the masterwork items to another civilization can reduce the risk that a large batch of masterwork items created together will all wear out at the same time and drive the craftsdwarf [[melancholy|mad]]. | + | '''Wear''' is the degradation of materials over time, primarily in the context of [[food]] and [[clothing]]. Wear will alter the quality of an item, 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 this happens to a piece of [[quality|masterwork]] clothing, the dwarf who created it will get an unhappy [[thought]]{{verify}}. Trading the masterwork items to another civilization can reduce the risk that a large batch of masterwork items created together will all wear out at the same time and drive the craftsdwarf [[melancholy|mad]]. |
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. |
Revision as of 14:59, 5 June 2012
This article is about an older version of DF. |
Wear is the degradation of materials over time, primarily in the context of food and clothing. Wear will alter the quality of an item, 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 this happens to a piece of masterwork clothing, the dwarf who created it will get an unhappy thought[Verify]. Trading the masterwork items to another civilization can reduce the risk that a large batch of masterwork items created together will all wear out at the same time and drive the craftsdwarf mad.
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.
- Clothing and leather items are worn down very rapidly after catching on fire.
- Trolls can beat on doors, wearing them out until they break.
- Wood and cloth items in a Trade depot built outside in a Glacier biome will degrade until purchased. This will also happen to items in a starting wagon in a similar location. Walls do not halt the effect.
- Invaders' clothing is also subject to wear.
- Cages do not prevent wear.