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Glaze

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This article is about the current version of DF.
Note that some content may still need to be updated.


Glaze is a special coating that can be applied to jugs, statues, large pots, and crafts made from either stone or ceramic. Jugs made from earthenware cannot be used to store liquids until they have been glazed, while jugs of other materials (and other containers in general) have no such restrictions.

Two types of glaze can be applied: ash glaze and tin glaze. Glaze is applied at a kiln or magma kiln, and the type of glaze to be used cannot be chosen - the nearest glaze material to the relevant worker will be used and the corresponding glaze will be applied. (Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.)

The application of glaze to stone and ceramic goods is performed by dwarves with the glazing labor enabled and grants experience in the glazer skill.

Glazes otherwise work like decorations. Ash glaze increases the glazed item's value by 50☼, tin glaze by 100☼, multiplied by the quality.

Shing, sparkle sparkle!

Glazing whatever you want[edit]

With the help of DFHack it's possible to queue a job for glazing arbitrary items instead of the usual selection. The following tutorial will explain how to do so.

First, queue a glazing job at a kiln. Here it's glazing jugs, which we'll edit later.

Glazing with dfhack 1.png


Then, type gui/gm-editor in the DFHack window to open the editor:

Glazing with dfhack 2.png

This is how the glazing job looks like in the editor. As you can see it has many parts, but the relevant one is what items it requires (highlighted).


After opening job_items you will see a list of three items used for the glazing job:

Glazing with dfhack 3.png

The first item is the glaze. You don't need to change anything about it. The second is the item to be glazed, which we'll define in the next step. The third item used is fuel. It doesn't affect the final product, so you may delete it with Alt+D if you feel so.


After opening the item definition, you will be greeted by this bountiful description:

Glazing with dfhack 4.png

Here's how the game knows what should be glazed. First it describes the type of item used (TOOL) and its subtype (11th tool is the jug). Here, choose what item_type you want to glaze instead, and for the item_subtype write -1 to skip the subtype check, as most items do not have subtypes at all.

Next, take a look at vector_id, it defines which list of items will be searched for suitable ingredients. In our case it's looking for TOOLs again. Change this to ANY so nothing gets filtered out.

Then, check all the flags, which are additional criteria the item has to meet. Most glazing jobs require the item to be empty and unimproved, but for example glazing crafts also requires any_crafts specifically, a requirement you would need to turn off.

Finally, the reaction_class is CAN_GLAZE, which means the item has to be made of glazable ceramic. Blank the CAN_GLAZE so you may glaze much more than just ceramic.


After all that, the glazing job is all set up, and your glazer will happily start working on whatever you told him to.


What hacked items need to be glazed[edit]

Certain uncraftable containers, which may be obtained by modding or cheating, require glazing just like earthernware. Pots, jugs and goblets made of the following solid materials have nonzero [ABSORPTION], and as such cannot store liquids until glazed:

"Glaze" in other Languages Story tell indicator.png
Dwarven: fikod
Elven: fifí
Goblin: ul
Human: cango