Dwarf Fortress Bug Tracker - Dwarf Fortress
View Issue Details
0005711Dwarf FortressItemspublic2012-03-26 10:352018-06-03 13:58
0005711: Items (clothing/food) rot in an "everything" stockpile that includes refuse
In my current fort, I watched an *(iron gauntlet)* decay from x to X to XX while on the floor in an underground stockpile that accepted armour of all kinds.
Create a pocket world. Embark carefully with an assortment of food, drink and various armours. Create a large 'anything' stockpile. Wait.

On 23rd Granite, still in the first month, all the clothing and armours in the stockpile have decayed at least twice. I have:
XX(wolverine leather right mitten)XX
X(steel breastplate)X
X(iron cap)X
XX(wombat leather hood)XX
XX(hoary marmot leather leggings)XX
X(copper right gauntlet)X
XX(wombat leather shoe)XX
X(iron mail shirt)X
XX(sheep wool sock)XX

By 1st of Slate, the non-metal armour has decayed completely away, and when I remember to enable "dwarfs gather refuse from outside" and "dwarves dump other", they begin hauling the metal armour away to the refuse zone.
I think this also explains why an earlier fort had bins full of XX*clothing*XX. At first, there were not enough bins to store the items, causing them to decay.
has duplicate 0008264resolved Footkerchief Food & drinks disappearing from "z"-menu, dwarves are starving 
has duplicate 0008380resolved Knight Otu Metal armor wears out extremely quickly 
has duplicate 0008231resolved Footkerchief Armor, including metal, becomes mangled in seconds at 40 FPS (when in refuse stockpiles) 
has duplicate 0008896resolved lethosor Steel armor disappears without trace 
Issue History
2012-03-26 10:35LazygunNew Issue
2012-03-26 10:39FootkerchiefNote Added: 0021747
2012-03-26 10:40FootkerchiefTag Attached: AWAITING UPDATE
2012-03-26 10:40FootkerchiefNote Edited: 0021747bug_revision_view_page.php?bugnote_id=0021747#r8111
2012-03-26 11:04LazygunNote Added: 0021752
2012-03-26 11:05LazygunNote Edited: 0021752bug_revision_view_page.php?bugnote_id=0021752#r8113
2012-03-26 11:06FootkerchiefNote Added: 0021753
2012-03-26 11:06FootkerchiefTag Attached: Intentional/Expected?
2012-03-26 11:06FootkerchiefTag Detached: AWAITING UPDATE
2012-03-26 11:07FootkerchiefSummaryArmour on the ground is decaying. And fast!. => Armor/clothing decays in an "everything" stockpile that includes refuse
2012-03-26 11:30JasonMelNote Added: 0021754
2012-03-26 11:33LazygunNote Added: 0021755
2012-03-29 11:20CubittusNote Added: 0021865
2012-03-29 11:22CubittusIssue Monitored: Cubittus
2014-09-13 12:47FootkerchiefSummaryArmor/clothing decays in an "everything" stockpile that includes refuse => Items (clothing/food) rot in an "everything" stockpile that includes refuse
2014-09-13 12:47FootkerchiefRelationship addedhas duplicate 0008264
2014-10-01 09:02FootkerchiefRelationship addedhas duplicate 0008380
2014-10-01 09:03FootkerchiefRelationship addedhas duplicate 0008231
2014-10-01 09:03FootkerchiefAssigned To => Footkerchief
2014-10-01 09:03FootkerchiefStatusnew => confirmed
2014-10-02 14:51LociNote Added: 0030505
2015-04-03 10:46Afghani84Issue Monitored: Afghani84
2015-04-03 18:50lethosorRelationship addedhas duplicate 0008896
2015-12-12 21:47BenLubarIssue Monitored: BenLubar
2018-06-03 13:58LociNote Added: 0038424

2012-03-26 10:39   
(edited on: 2012-03-26 10:40)
Does armor/clothing still decay if you disable refuse for your "anything" stockpile? See this devlog entry: http://bay12games.com/dwarves/index.html#2012-03-17 [^]

2012-03-26 11:04   
(edited on: 2012-03-26 11:05)
Yes, that works properly and things don't decay. Now I know what not do do. It seems unintuitive to me though. It came up in a game situation where my young fort had a "nearly everything" stockpile that accepted only useful refuse: bones, skulls, horns, and hair.

Things decay even in bins.

And yet, dumped and forbidden items in a garbage zone don't decay.

2012-03-26 11:06   
It seems unintuitive to me though.

Yeah, I agree -- leaving this open.
2012-03-26 11:30   
Is armor supposed to decay at all? Should that be a separate report?
2012-03-26 11:33   
I think internally the game treats armour and clothing as the same kind of object. It's reasonable that armour should rust. But it should be slower than clothing. And clothing should rot slower than it does now, IMO.
2012-03-29 11:20   
Ack - this just got me.

I made some nice new shiny steel mail shirts. They were put in a stockpile that included hair refuse (for spinning into thread).

By the time I got my military organized to wear them (about 1 season) they were XX◊steel mail shirt◊XX.

2014-10-02 14:51   
It would be nice if the decay behavior had a toggle in the refuse options (like 'u: empty cages' in the animal options)--on by default for refuse piles, off by default for every other pile.
2018-06-03 13:58   
To my knowledge the "enhanced degradation" refuse logic does not apply to food, only to armor and clothing. I have tested plump helmets in refuse piles for 20 years without rot (v0.43.05, v0.34.11).