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.

Editing Clothing

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Masterwork|19:38, 13 February 2023 (UTC)}}
 
 
{{av}}
 
{{av}}
 
:''For making clothes, see [[Textile industry]]''
 
:''For making clothes, see [[Textile industry]]''
:''For clothing coverage, see [[Armor#Types of protection]]''
+
:''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.  
 
[[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.  
Line 14: Line 13:
 
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.
  
Clothing provides much less protection against attacks than armor, especially from metal weapons, but leather clothing can provide significant protection from smaller animal attacks. Currently, clothing provides no protection from cold environments. Graphically, the quality of upper body clothes can be seen in portraits of some individuals, such as the created characters in [[Adventure mode]]. Before starting a game in said mode, the player can choose any type of wearable item for themselves, at the cost of points. In these character portraits, the quality of clothes can be easily seen, as the piece of clothing will appear to be more lavishly decorated the higher the quality is. This can be seen in the image below:
+
Clothing provides much less protection against attacks than armor, especially from metal weapons, but leather clothing can provide significant protection from smaller animal attacks. Currently, clothing provides no protection from cold environments.
 
 
[[File:clothing_quality_preview.png|thumb|708px|center|From left to right, the coat the human is wearing is standard, -well-crafted-, +finely-crafted+, *superior quality*, =exceptional=, ☼masterful☼ and artifact.]]
 
 
 
The player has the choice of choosing the quality of some clothing and weapons by clicking [[File:quality_increase_button.png|16px]] and [[File:quality_decrease_button.png|16px]], with higher qualities costing more points. Note that some articles of clothing will not show a unique graphic for every level of quality, and the player can never choose the artifact quality from the start.
 
  
 
== Creation ==
 
== Creation ==
Line 28: Line 23:
  
 
== 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).
+
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 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).
  
 
:''(*) 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.)''
Line 46: Line 41:
 
[[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.
 
[[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.
  
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.
+
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.
 +
 
 +
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.
+
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.
Line 89: Line 86:
 
==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]]

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: