# Cleanliness as an Item Quality

**URL:** https://discourse.cataclysmdda.org/t/cleanliness-as-an-item-quality/4869
**Category:** The Bunker
**Created:** [January 26, 2014, 10:57am UTC](https://discourse.cataclysmdda.org/t/cleanliness-as-an-item-quality/4869 "2014-01-26T10:57:08Z")
**Posts on this page:** 3
**Page:** 2

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### Author: ![Iosyn](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/iosyn/32/35_2.png) [@Iosyn](https://discourse.cataclysmdda.org/u/Iosyn)
#### Post date: [January 29, 2014, 4:27pm UTC](https://discourse.cataclysmdda.org/t/cleanliness-as-an-item-quality/4869/21 "2014-01-29T16:27:04Z")

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> [@i2amroy](#):
>
> The difference between cleaning clothes and repairing them is that on is something you have to do as a result of specific decisions/things that happen to your character, while the other is something you will always have to do. Repairing is something that’s only needed to be done after you’ve gotten into combat (and with better armors not even then). Cleaning is something that would basically amount down to “and then every other day I have to spend time doing this”; and that’s a bad thing (or at least something that could be automated).

Tell me about it. I was using a zombear for dodge training the other day and my armour didn’t even get nicked. My union suit (I’d been raiding a science lab a few hours prior) underneath everything got ripped though.

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### Author: ![Aslandus](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/aslandus/32/1086_2.png) [@Aslandus](https://discourse.cataclysmdda.org/u/Aslandus)
#### Post date: [February 14, 2014, 4:42am UTC](https://discourse.cataclysmdda.org/t/cleanliness-as-an-item-quality/4869/22 "2014-02-14T04:42:01Z")

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I’m pretty sure in real-world history, before it became convenient to bathe and clean regularly, people simply lived in filth for the most part. If something like dirt were to be implemented, it would have to be a very minor inconvenience at best, or alternatively, a way to keep disease at bay.

I can understand wanting to have more pressure to maintain your guns or to make your sword get slightly blunt from crusted blood if you go too long without washing it off or something, but for gameplay at least it should be fairly easy if done regularly, like just polishing your weapon or dusting off your clothes after a battle, but not necessary all the time

Alternatively, if we wanted to be more realistic, we could make it so items can only reach a certain “cleanliness” with certain resources, like you need to make/find detergent to get rid of blood stains, but if you just want to rinse the dirt off you can just step out into the rain

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### Author: ![Iosyn](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/iosyn/32/35_2.png) [@Iosyn](https://discourse.cataclysmdda.org/u/Iosyn)
#### Post date: [February 14, 2014, 5:21pm UTC](https://discourse.cataclysmdda.org/t/cleanliness-as-an-item-quality/4869/23 "2014-02-14T17:21:03Z")

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Necro. Well, as long as I’m here…

> [@Inadequate](#):
>
> Well, if you really wanted poison-tipped weapons they could be already implemented as a craftable item. Implementing an entire dirt and cleanliness system, then fleshing that out into a general liquid-dipping system just so you can get poisonous arrows seems like a rather dorfy way of doing things. Also, are you really so devoid of excitement that your fondest dream is to simulate zombies in your menial task game?

Fixed. Nothing quite like implementing a system of fortress underfloor central heating and communal baths to both enforce a standard of cleanliness other than ‘Urist McFisher was caught in the rain recently,’ while also collecting paralyzing skin-rot residue to coat weapons with at leisure.

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