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Difference between revisions of "v0.31:Wear"

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(Fixing quality template tags (358/943))
m (Added example, added working links)
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{{Quality|Fine}}
 
{{Quality|Fine}}
  
'''Wear''' is the general degradation of materials over time, primarily in the context of [[food]] and [[clothing]].
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'''Wear''' is the general degradation of materials over time, primarily in the context of [[food]] and [[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".
  
Animal-based products can '''rot''' given enough time, rendering the product unusable and generating [[miasma]] which gives your dwarves unhappy [[thoughts]]. Crops and harvested plants can '''wither''', making them useless but generating no miasma.
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Animal-based products can '''rot''' given enough time, rendering the product unusable and generating [[miasma]] which gives your dwarves unhappy {{L|thoughts}}. Crops and harvested plants can '''wither''', making them useless but generating no miasma.
  
Clothing is damaged by '''wear''', which occurs over time or as a result of [[fire]].
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Clothing and leather items are worn down very rapidly after catching on {{L|fire}}.
  
 
== Preventing the Problem ==
 
== Preventing the Problem ==
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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.
 
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.
  
[[Skin]] and [[fat]] can be processed into [[leather]] and [[tallow]], respectively, neither of which can rot. [[Meat]] and various [[organs]] can be cooked, prolonging their shelf life. Plants can be brewed or processed into goods which do not wither.
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{{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.
  
[[Vermin]] will accelerate decay; as such, your food stocks should be kept in [[barrel]]s and guarded by [[cat]]s or [[trapper]]s.  
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{{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 [[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.
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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.
  
Some corpses cannot be butchered; most notably, invaders such as [[goblin]]s and [[kobold]]s. These are best left to rot in the refuse stockpile until they turn into bones, which can be used for [[crafts]].
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Some corpses cannot be butchered; most notably, invaders such as {{L|goblin}}s and {{L|kobold}}s. These are best left to rot in the refuse stockpile until they turn into bones, which can be used for {{L|crafts}}.
  
Slain dwarves will rot unless put into a [[tomb]]. They are stored in a graveyard stockpile until then.
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Slain dwarves will rot unless put into a {{L|coffin}}. They are stored in a graveyard stockpile until then.

Revision as of 13:35, 8 June 2010

This article is about an older version of DF.

Wear is the general degradation of materials over time, primarily in the context of food and 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".

Animal-based products can rot given enough time, rendering the product unusable and generating miasma which gives your dwarves unhappy Template:L. Crops and harvested plants can wither, making them useless but generating no miasma.

Clothing and leather items are worn down very rapidly after catching on Template:L.

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.

Template:L and Template:L can be processed into Template:L and Template:L, respectively, neither of which can rot. Template:L and various Template:L can be cooked, prolonging their shelf life. Plants can be brewed or processed into goods which do not wither.

Template:L will accelerate decay; as such, your food stocks should be kept in Template:Ls and guarded by Template:Ls or Template:Ls.

Dealing with Decay

A refuse Template:L 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.

Some corpses cannot be butchered; most notably, invaders such as Template:Ls and Template:Ls. These are best left to rot in the refuse stockpile until they turn into bones, which can be used for Template:L.

Slain dwarves will rot unless put into a Template:L. They are stored in a graveyard stockpile until then.