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Difference between revisions of "v0.34:Wear"

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{{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 [[Insanity|unhappy]] [[thought]]{{verify}}.   
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'''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 [[Insanity|unhappy]] [[thought]].   
  
 
Masterwork clothes items created together will all wear out at the same time which can drive the craftsdwarf [[Insanity|mad]]. To avoid this, you should sell tattered masterwork clothes to caravans early enough. They are still worth good money:
 
Masterwork clothes items created together will all wear out at the same time which can drive the craftsdwarf [[Insanity|mad]]. To avoid this, you should sell tattered masterwork clothes to caravans early enough. They are still worth good money:
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*[[Armor]] does not wear out, unless it's kept in a refuse stockpile.
 
*[[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 [[thought|grumpy]].
 
*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 [[thought|grumpy]].
*Clothing and leather items are worn down very rapidly after catching on [[fire]].
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*Non-[[fire-safe]] items (including clothing, leather, and wood) suffer extreme wear while on [[fire]].
*[[Troll]]s can beat on doors, wearing them out until they break.
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*[[Building destroyer]]s cause wear on certain types of furniture (such as doors and hatch covers) until they are completely destroyed.
*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 [[Wagon (embark)|starting wagon]] in a similar location. Walls do not halt the effect.  
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*Wood and cloth items stored aboveground in a [[glacier]] biome (as in a [[trade depot]] or [[Wagon (embark)|starting wagon]]) will suffer wear from exposure; walls do not halt this effect.  
 
*Invaders' clothing is also subject to wear.
 
*Invaders' clothing is also subject to wear.
 
*Cages do not prevent wear.
 
*Cages do not prevent wear.
  
 
All improvable items made from creature or plant materials (i.e. 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. This is technically a bug - cloth/leather items are supposed to wear out at 5 times this rate.{{bug|6003}}
 
All improvable items made from creature or plant materials (i.e. 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. This is technically a bug - cloth/leather items are supposed to wear out at 5 times this rate.{{bug|6003}}

Revision as of 19:52, 26 August 2013

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.

Masterwork clothes items created together will all wear out at the same time which can drive the craftsdwarf mad. To avoid this, you should sell tattered masterwork clothes to caravans early enough. They are still worth good money:

Degree of wear Part of their original value
xItemx 3/4
XItemX 1/2
XXItemXX 1/4

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.
  • 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.
  • Invaders' clothing is also subject to wear.
  • Cages do not prevent wear.

All improvable items made from creature or plant materials (i.e. 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. This is technically a bug - cloth/leather items are supposed to wear out at 5 times this rate.Bug:6003