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.

Difference between revisions of "v0.31:Wear"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(+wear in glacier biome)
m
 
(4 intermediate revisions by 4 users not shown)
Line 2: Line 2:
 
{{Quality|Fine}}
 
{{Quality|Fine}}
  
'''Wear''' is the general degradation of materials over time, primarily in the context of {{L|food}} and {{L|clothing}}. Wear and/or rotting 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.
+
'''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.
  
Animal-based products can '''rot''' given enough time, rendering the product unusable and generating {{L|miasma}} which gives your dwarves unhappy {{L|thoughts}}. Crops and harvested plants can '''wither''', 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.
  
Clothing and leather items are worn down very rapidly after catching on {{L|fire}}.
+
Notes on wear:
 +
*Clothing over time will wear due to normal usage.
 +
*Clothing and leather items are worn down very rapidly after catching on [[fire]].
 +
*[[Troll]]s 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 [[Wagon (embark)|starting wagon]] in a similar location. Walls do not halt the effect.
 +
*Invaders' clothing is also subject to wear.
 +
*Cages do not prevent wear.
  
If a {{L|Trade depot|trade depot}} is built outside in a {{L|Glacier}} biome, wood and cloth items will degrade until purchased. This will also happen to items in a {{L|Wagon (embark)|starting wagon}} in a similar location. Walls do not halt the effect.  
+
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.
 
 
== Preventing the Problem ==
 
 
 
The good news is that food items will eventually disappear on their own if left alone to decay - however, the best preventative measure is to use them up before they go bad.
 
 
 
{{L|Skin}} and {{L|fat}} can be processed into {{L|leather}} and {{L|tallow}}, respectively, neither of which can rot. {{L|Meat}} and various {{L|prepared organs|organs}} can be cooked, prolonging their shelf life. Plants can be brewed or processed into goods which do not wither.
 
 
 
{{L|Vermin}} will accelerate decay; as such, your food stocks should be kept in {{L|barrel}}s and guarded by {{L|cat}}s or {{L|trapper}}s.  
 
  
 
== Dealing with Decay ==
 
== Dealing with Decay ==
  
A refuse {{L|stockpile}} will accept corpses, butchery products, bones, and rotten items. Placing one aboveground will allow corpses and meat to rot without producing miasma; if this is not an option, a sealed room can contain miasma safely without bothering the whole fort. Stockpile settings will allow you to sort your refuse as needed.
+
Dwarves will pick up new clothes if it available. However, {{bug|2481}} prevents dwarves from using their acquired clothes. Also wear is a source of a significant drop in FPS {{bug|3942}}.
 
+
[[Vermin]] will accelerate food decay; as such, your food stocks should be kept in [[barrel]]s and guarded by [[cat]]s or [[trapper]]s.
Some corpses cannot be butchered; most notably, invaders such as {{L|goblin}}s and {{L|kobold}}s.  
 
 
 
Slain dwarves will rot unless put into a {{L|coffin}}. They are stored in a graveyard stockpile until then.
 

Latest revision as of 22:05, 5 December 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.

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 over time will wear due to normal usage.
  • 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.

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.

Dealing with Decay[edit]

Dwarves will pick up new clothes if it available. However, Bug:2481 prevents dwarves from using their acquired clothes. Also wear is a source of a significant drop in FPS Bug:3942. Vermin will accelerate food decay; as such, your food stocks should be kept in barrels and guarded by cats or trappers.