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Editing Clothing

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{{Quality|Masterwork|19:38, 13 February 2023 (UTC)}}
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{{Quality|Unrated}}
 
{{av}}
 
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:''For making clothes, see [[Textile industry]]''
 
:''For making clothes, see [[Textile industry]]''
:''For clothing coverage, see [[Armor#Types of protection]]''
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:''For clothing coverage, see [[Armor#Types of Protection]]''
  
[[File:dwarf_clothes_preview2.png|right]]'''Clothes''' are items made out of [[cloth]] or [[leather]], and worn and owned by sapient creatures. The availability of specific articles of clothing varies by civilization; each has its own set of clothing that it can produce. For example, in Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, whereas the former must be stripped off dead enemies. [[Dwarves]] are gender-insensitive; a male dwarf may well put on a dress.  
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[[File:clothing_preview.jpg|thumb|300px|right|Clothing from the olden times.]]'''Clothes''' are items made out of [[cloth]] or [[leather]], and worn and owned by sapient creatures. The availability of specific articles of clothing varies by civilization; each has its own set of clothing that it can produce. For example, in Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, whereas the former must be stripped off dead enemies. Dwarves are gender-insensitive; a male dwarf may well put on a dress.  
 
Within the game engine, there is no fundamental difference between clothing and [[armor]], something accentuated by regular clothing's ability to occasionally block attacks. Clothes wear out over time. Some wearable leather items, including leather armor, helms, and boots truly are armor and will not be worn by civilians. Armor can be thought of as metal clothing, thicker and have a much better chance of blocking attacks. However, armor is not subject to standard wear and will not be automatically equipped by civilians. For details on specific items of clothing and their materials, see: [[Armor#Material_requirements]].
 
Within the game engine, there is no fundamental difference between clothing and [[armor]], something accentuated by regular clothing's ability to occasionally block attacks. Clothes wear out over time. Some wearable leather items, including leather armor, helms, and boots truly are armor and will not be worn by civilians. Armor can be thought of as metal clothing, thicker and have a much better chance of blocking attacks. However, armor is not subject to standard wear and will not be automatically equipped by civilians. For details on specific items of clothing and their materials, see: [[Armor#Material_requirements]].
 
Though many creatures, including non-humanoids, can wear all kinds of clothing, it is only dwarves, [[human]]s, [[elf|elves]], [[kobold]]s and [[goblin]]s that will visually appear wearing different articles of clothing. This is because those aforementioned races have dedicated sprite sheets for each of them. While other creatures ''can'' wear clothes, it won't appear on their sprite, but clicking on them and checking their inventory can show they are wearing something, even if it wouldn't make sense in real life.
 
  
 
== Uses ==
 
== Uses ==
[[File:dwarf_clothes_preview.png|right]]The primary reason civilians wear clothing is for modesty, see the [[Clothing#Thoughts|thoughts]] section below for details. Some dwarves will also [[need]] to be extravagant, so clothing with [[quality]] or [[decoration]] bonuses will satisfy that. A particular benefit of footwear is to keep your dwarves from stepping barefoot in [[contaminant]]s that can be dangerous.
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The primary reason civilians wear clothing is for modesty, see the [[Clothing#Thoughts|thoughts]] section below for details. Some dwarves will also [[need]] to be extravagant, so clothing with [[quality]] or [[decoration]] bonuses will satisfy that. A particular benefit of footwear is to keep your dwarves from stepping barefoot in [[contaminant]]s that can be dangerous.
  
 
Due to the multiple [[value]] modifiers that can apply to finished clothing, they can be useful as a [[trade]] good - even tattered clothing can fetch a fair price, so such clothes can be useful twice.
 
Due to the multiple [[value]] modifiers that can apply to finished clothing, they can be useful as a [[trade]] good - even tattered clothing can fetch a fair price, so such clothes can be useful twice.
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== Size ==
 
== Size ==
Clothing and armor all have a size associated with them, and equipment made for one size of creature cannot be worn by sufficiently larger or smaller creatures - the acceptable range is between ±1/7th of the creature's size. <sup>[http://www.bay12forums.com/smf/index.php?topic=140544.msg6843526#msg6843526][http://www.bay12forums.com/smf/index.php?topic=169696.msg8284471#msg8284471]</sup> For dwarves, this applies to clothes and armor worn by humans and [[troll]]s (which will appear to be ''large''<sup>*</sup>) as well as kobolds (which will appear to be ''small''); goblins and [[elf|elves]] are the same size as dwarves, so their clothing and armor can be equipped rather than being limited to [[Melt item|melt]]ing (in the case of metal armor) or using as [[trade]] goods (especially once [[Decoration|decorate]]d).
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Clothing and armor all have a size associated with them, and equipment made for one size of creature cannot be worn by sufficiently larger or smaller creatures - the acceptable range is between ±1/7th of the creature's size. [http://www.bay12forums.com/smf/index.php?topic=140544.msg6843526#msg6843526 FotF Reply] For dwarves, this applies to clothes and armor worn by [[human]]s and [[troll]]s (which will appear to be ''large''<sup>*</sup>) as well as [[kobold]]s (which will appear to be ''small''); [[goblin]]s and [[elf|elves]] are the same size as dwarves, so their clothing and armor can be equipped rather than being limited to [[Melt item|melt]]ing (in the case of metal armor) or using as [[trade]] goods (especially once [[Decoration|decorate]]d).
  
 
:''(*) Note one exception due to terminology: items made from leather from [[large rat]]s will appear as "large rat leather ______".  Human-sized gloves made from large rat leather would be "large large rat leather gloves."  (There are no non-large "rats" that provide leather, so while confusing, this is unambiguous.)''
 
:''(*) Note one exception due to terminology: items made from leather from [[large rat]]s will appear as "large rat leather ______".  Human-sized gloves made from large rat leather would be "large large rat leather gloves."  (There are no non-large "rats" that provide leather, so while confusing, this is unambiguous.)''
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== Wear ==
 
== Wear ==
[[File:wearing_clothes_example.png|thumb|300px|right|The clothing of a dwarf child... that has recently touched alcohol.]]Clothing [[wear]]s out over time; while worn, it gains one level of wear every two years. While stored properly, either in a (non-refuse) stockpile or a dwarf's personal quarters, it will degrade very slowly (one wear level per century, automatically reduced to one wear level per 20 years if using [[DFHack]]). Worn clothing can quickly begin accumulating in a high population fort, and can be traded away or destroyed. Note that [[Item_quality#Quality_grades|masterful]] items of clothing destroyed via [[atom smasher]] or magma may generate unhappy thoughts for its creator, even if the item is worn out.
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Clothing [[wear]]s out over time; while worn, it gains one level of wear every two years. While stored properly, either in a (non-refuse) stockpile or a dwarf's personal quarters, it will degrade very slowly (one wear level per century, automatically reduced to one wear level per 20 years if using [[DFHack]]). Worn clothing can quickly begin accumulating in a high population fort, and can be traded away or destroyed. Note that [[Item_quality#Quality_grades|masterful]] items of clothing destroyed via [[atom smasher]] or magma may generate unhappy thoughts for its creator, even if the item is worn out.
  
Note that clothing can also be damaged if the wearer takes damage, especially if the attack penetrates or from harder materials - this is true even for clothing made from [[Adamantine|special]] cloth.
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Clothing in a [[refuse]] stockpile will degrade very quickly, which is another way to dispose of worn or lower quality items cluttering up a fortress. One strategy to facilitate this  is to designate a [[Activity_zone#Garbage_Dump|garbage dump activity zone]] over a refuse stockpile, and then marking all the discarded clothing for dumping. Owned clothing won't be collected immediately, but may eventually revert to unowned as detailed above, and then dumped. In addition, opening the Labor organizer {{menu icon|y}}, navigating to the Standing orders and then Refuse and dumping tabs, and selecting ''Workers dump other objects'' will automate dwarves dumping worn-out clothing, and other degraded items.
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Note that clothing can also be damaged if the wearer takes damage, especially if the attack penetrates or from harder materials. This is all true even for clothing made from [[Adamantine|special]] cloth.
  
 
Dwarves will try to replace their worn clothing themselves, if appropriate clothing is available in the fortress. ([http://www.bay12forums.com/smf/index.php?topic=124350.msg4133470#msg4133470 supporting bay12 forum post])
 
Dwarves will try to replace their worn clothing themselves, if appropriate clothing is available in the fortress. ([http://www.bay12forums.com/smf/index.php?topic=124350.msg4133470#msg4133470 supporting bay12 forum post])
  
 
===== Managing Clothing =====
 
===== Managing Clothing =====
Producing new clothing sufficient to keep up with the demands of the dwarves of a large and bustling fortress is an ongoing endeavor, as items of clothing will wear out at different times. Even after establishing a sufficient [[textile industry]] or [[trading]] for raw materials, dwarves will constantly wear out their currently equipped items and new clothes will need to be manufactured.
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Producing new clothing sufficient to keep up with the dwarves of a large and bustling fortress is an ongoing endeavor, as items of clothing will wear out at different times. Even after establishing a sufficient [[textile industry]] or [[trading]] for raw materials, dwarves will constantly wear out their currently equipped items and new clothes will need to be manufactured.
  
 
In addition to the strategy above, another way to organize production and reduce the prevalence of rogue, abandoned clothing is to create two [[finished goods]] [[stockpiles]]. Be sure both stockpiles allow the "armor," footwear," "handwear," "headwear," and "legwear" categories in order to accept clothing, with the relevant materials and quality allowed.
 
In addition to the strategy above, another way to organize production and reduce the prevalence of rogue, abandoned clothing is to create two [[finished goods]] [[stockpiles]]. Be sure both stockpiles allow the "armor," footwear," "handwear," "headwear," and "legwear" categories in order to accept clothing, with the relevant materials and quality allowed.
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==Bugs==
 
==Bugs==
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*Dwarves drop worn clothing wherever they happen to be when they decide to pick up replacements. These discarded clothes can interfere with stockpiles, workshops, build orders, etc.{{bug|6048}}, and are owned items so they can't be easily moved.{{bug|4403}} Dwarves will return later to collect the clothing, which can be particularly dangerous around [[trap design|traps]], battlefields and [[minecart]] tracks.
 
*Dwarves drop worn clothing wherever they happen to be when they decide to pick up replacements. These discarded clothes can interfere with stockpiles, workshops, build orders, etc.{{bug|6048}}, and are owned items so they can't be easily moved.{{bug|4403}} Dwarves will return later to collect the clothing, which can be particularly dangerous around [[trap design|traps]], battlefields and [[minecart]] tracks.
 
*Dwarves amass a large collection of discarded clothing in their rooms, filling all [[cabinet]]s and covering every available tile.{{bug|7680}} Forbidding the items will clear their ownership after some weeks.{{cite forum|173188/7926370}} [[Utility:DFHack|DFHack]] provides a "cleanowned" command to help clean up the clutter.
 
*Dwarves amass a large collection of discarded clothing in their rooms, filling all [[cabinet]]s and covering every available tile.{{bug|7680}} Forbidding the items will clear their ownership after some weeks.{{cite forum|173188/7926370}} [[Utility:DFHack|DFHack]] provides a "cleanowned" command to help clean up the clutter.
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==Trivia==
 
==Trivia==
 
*Socks can be worn on the tail of humanoid snake-like creatures, such as the [[serpent man]], [[anaconda man]], etc.{{cite|1|https://www.reddit.com/r/dwarffortress/comments/10n5dz1/the_snake_man_visiting_my_fortress_wears_a_single/}}
 
*Socks can be worn on the tail of humanoid snake-like creatures, such as the [[serpent man]], [[anaconda man]], etc.{{cite|1|https://www.reddit.com/r/dwarffortress/comments/10n5dz1/the_snake_man_visiting_my_fortress_wears_a_single/}}
 
== See Also ==
 
* [[Braies]]: https://en.wikipedia.org/wiki/Braies
 
* [[Loincloth]]: https://en.wikipedia.org/wiki/Loincloth
 
 
 
{{Category|Items}}
 
{{Category|Items}}
 
{{Category|Adventurer mode}}
 
{{Category|Adventurer mode}}
 
{{Category|Clothing| }}
 
{{Category|Clothing| }}
 
[[ru:Clothing]]
 
[[ru:Clothing]]

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