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Wear

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Revision as of 15:01, 9 December 2015 by Severedicks (talk | contribs)
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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", a "XPig tail shirtX" and eventually a "XXPig tail shirtXX" before disappearing entirely. Every 806400 "points" of wear will increase the item's damage level one step (i.e. "item" -> "xitemx" -> "XitemX" -> "XXitemXX" -> destroyed). 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.
  • Items (including clothing, leather, and wood) suffer accelerated wear while on fire (10 points of "wear" every game tick; a burning item will be totally consumed after exactly 322560 game ticks (which, at 1200 ticks per day, takes 9 months and 16.8 days)).
  • 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 starting wagon in a glacier biome). Walls do not halt this effect.
  • Building destroyers cause wear on certain types of furniture (such as doors and hatch covers) until they are completely destroyed.
  • 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.
  • All items which are on fire take 10 points of "wear" every game tick, and every 806400 "points" of wear will increase the item's damage level (i.e. "item" -> "xitemx" -> "XitemX" -> "XXitemXX" -> destroyed); as such, a burning item will be totally consumed after exactly 322560 game ticks (which, at 1200 ticks per day, takes 9 months and 16.8 days) unless the item takes additional damage from other sources (such as exceeding its HEATDAM_POINT, which is what usually happens with wood and other organic materials, or being attacked by a building destroyer).
  • Artifacts never burn away, because their artifact status locks their "wear" level at zero.


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).
  • Worn clothing issued by a military uniform is not replaced. Bug:6039