v50 Steam/Premium information for editors
  • 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.
This notice may be cached—the current version can be found here.

Editing Wear

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 17: Line 17:
  
 
== Notes ==
 
== Notes ==
*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.
+
*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.
 +
*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]]. Note that a stockpile with any type of refuse enabled (such as [[bone]]) counts as a refuse stockpile for wear application.
  
 
*[[Clothing]] that is being worn will wear out over time, due to normal usage.  This happens regardless of [[adamantine|material]].
 
*[[Clothing]] that is being worn will wear out over time, due to normal usage.  This happens regardless of [[adamantine|material]].
Line 27: Line 28:
 
*Items suffer accelerated wear when their temperature exceeds their base material's  HEATDAM_POINT (common with burning organics).
 
*Items suffer accelerated wear when their temperature exceeds their base material's  HEATDAM_POINT (common with burning organics).
 
*Items suffer accelerated wear when their temperature falls below their base material's COLDDAM_POINT (such as wood and cloth items stored aboveground in a [[trade depot]] or [[Wagon (embark)|starting wagon]] in a [[glacier]] biome). Walls do not halt this effect.
 
*Items suffer accelerated wear when their temperature falls below their base material's COLDDAM_POINT (such as wood and cloth items stored aboveground in a [[trade depot]] or [[Wagon (embark)|starting wagon]] in a [[glacier]] biome). Walls do not halt this effect.
*Artifacts never burn away, because their artifact status locks their "wear" level at zero. However, they would still melt or boil when their temperature exceed their melting/boiling point. An artifact book will be destroyed when tossed into magma.
+
*Artifacts never burn away, because their artifact status locks their "wear" level at zero.
  
 
*[[Building destroyer]]s cause wear on certain types of furniture (such as [[door]]s and [[hatch cover]]s) until they are completely destroyed.
 
*[[Building destroyer]]s cause wear on certain types of furniture (such as [[door]]s and [[hatch cover]]s) until they are completely destroyed.
Line 34: Line 35:
  
 
[[File:A worn sheep leather glove.jpg|thumb||center|200px|A XSheep leather left gloveX]]
 
[[File:A worn sheep leather glove.jpg|thumb||center|200px|A XSheep leather left gloveX]]
 +
 +
== The Human Market ==
 +
{{d for dwarf}}
 +
Even if a piece of clothing has been worn down to the point that any self-respecting dwarf would disdain to wear it, it still has value and can be sold back to humans. This seems especially true for xTrousersx that have holes around the knee section, or have been exposed to acids. These particularly worn trousers are highly prized by short-sighted human adolescents and are resold in human markets as ☼Masterwork☼ trousers at exorbitant prices. Additionally, xGlovesx whose fingers have worn off are similarly prized. Humans call them "Fingerless Gloves", though it is unknown how a human without fingers would wear such a glove.
  
 
==Bugs==
 
==Bugs==
Line 41: Line 46:
 
==See also==
 
==See also==
 
* [[Quality]]
 
* [[Quality]]
 
{{d for dwarf}}
 
== The Human Market ==
 
Even if a piece of clothing has been worn down to the point that any self-respecting dwarf would disdain to wear it, it still has value and can be sold back to humans. This seems especially true for xtrousersx that have holes around the knee section, or have been exposed to acids. These particularly worn trousers are highly prized by short-sighted human adolescents and are resold in human markets as ☼Masterwork☼ trousers at exorbitant prices. Additionally, xglovesx whose fingers have worn off are similarly prized. Humans call them "Fingerless Gloves", though it is unknown how a human without fingers would wear such a glove.
 
  
 
{{category|Game mechanics}}
 
{{category|Game mechanics}}
 
[[ru:Wear]]
 
[[ru:Wear]]

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: