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Editing Textile industry
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− | {{ | + | {{Migrated_article}} |
− | {{ | + | {{quality|unrated}}{{av}} |
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− | + | The '''textile industry''' involves making [[thread]], [[cloth]], [[clothing]], [[bag]]s, [[rope]]s and [[craft]]s out of [[plant fiber]], [[silk]], [[wool]], and, to a limited extent, [[hair]]. A textile industry is one way to keep your dwarves clothed and happy (their starting clothing will slowly [[wear]] away, and high-value replacements boost happiness), and can be a very lucrative option as a [[wealth]] industry, especially if the goods are high quality. The best choice for textile trade goods are dresses and robes because they have the highest base [[value]]. A textile industry is also important for healthcare: cloth and thread are needed for bandages and suturing respectively, although the necessary materials can normally be acquired via [[caravan]]s too. | |
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− | The '''textile industry''' involves making [[thread]], [[cloth]], [[clothing]], [[bag]]s, [[rope]]s and [[craft]]s out of [[plant fiber]], [[silk]], [[wool]], and, to a limited extent, [[hair]]. A textile industry is one way to keep your dwarves clothed and happy (their starting clothing will slowly [[wear]] away, and high-value replacements boost happiness), and can be a very lucrative option as a [[wealth]] industry, especially if the goods are high | ||
See also the [[Leather#Leather industry|leather industry]], which can provide an alternative source of clothing. | See also the [[Leather#Leather industry|leather industry]], which can provide an alternative source of clothing. | ||
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==Basic materials== | ==Basic materials== | ||
===Crops=== | ===Crops=== | ||
− | + | There are twelve [[crop]]s that can be [[Farming|grown]] for use in the textile industry, eight of which can be [[plant processing|processed]] by a [[thresher]] at a [[farmer's workshop]] into [[thread]] (and then into [[cloth]] by a [[weaving|weaver]] at a [[loom]]), and four of which can be [[miller|milled]] into [[dye]]. | |
− | There are twelve [[crop]]s that can be [[Farming|grown]] for use in the textile industry, eight of which can be [[plant processing|processed]] by a [[thresher]] at a [[farmer's workshop]] into [[thread]] (and then into [[cloth]] by a [[weaver]] at a [[loom]]), and four of which can be [[miller|milled]] into [[dye]]. | ||
The easiest way to feed your fortress is with subsurface farming, and consequentially the easiest way to establish a textile industry is with underground [[crop]]s. The first of these are [[pig tail]]s, which can be either [[alcohol|brew]]ed or made into [[thread]] by a thresher. Pig tails can be grown in the summer and in the autumn. The second are [[dimple cup]]s, which grow in all [[season]]s and can be milled into blue dimple [[dye]]. | The easiest way to feed your fortress is with subsurface farming, and consequentially the easiest way to establish a textile industry is with underground [[crop]]s. The first of these are [[pig tail]]s, which can be either [[alcohol|brew]]ed or made into [[thread]] by a thresher. Pig tails can be grown in the summer and in the autumn. The second are [[dimple cup]]s, which grow in all [[season]]s and can be milled into blue dimple [[dye]]. | ||
− | [[Farming#Above Ground Farming|Above ground]] crops are a more varied and, in some cases, valuable commodity. However, they are more difficult to establish, as you must rely on plants [[plant gathering|gathered]] on your map or [[seed]]s and plants brought in by human and elven [[caravan]]s. They do have the advantage of growing in all seasons. The counterpart to pig tails underground used to be [[rope reed]], but six new crops have been added since: [[kenaf]] | + | [[Farming#Above Ground Farming|Above ground]] crops are a more varied and, in some cases, valuable commodity. However, they are more difficult to establish, as you must rely on plants [[plant gathering|gathered]] on your map or [[seed]]s and plants brought in by human and elven [[caravan]]s. They do have the advantage of growing in all seasons. The counterpart to pig tails underground used to be [[rope reed]], but six new crops have been added since: [[kenaf]] [[cotton]], [[ramie]], [[flax]], [[hemp]] and [[jute]]. [[Hemp]], in addition of being processable, can also be [[millstone|milled]] into [[flour]], making it a good choice for food production; rope reeds can also be [[alcohol|brew]]ed into drinks. [[Blade weed]] is similarly widely available and can be used to make emerald dye, as is [[hide root]], used to make redroot dye (at half the value of the others). The highest-value and most difficult to acquire dye is [[sliver barb]], a black dye-producing crop that only grows in [[evil]] areas; it is never available from caravans or from embark, and must be pulled from the earth itself via plant gathering, often under the risk posed by [[weather|evil weather]]. |
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===Wool and hair=== | ===Wool and hair=== | ||
− | [[Wool]] is a textile material obtainable by [[shearing]] one of a small number of creatures at a [[farmer's workshop]]: | + | [[Wool]] is a textile material obtainable by [[shearing]] one of a small number of creatures at a [[farmer's workshop]]: [[sheep]], [[llama]]s, and [[alpaca]]s. These animals can be sheared once every few months; as they also produce [[milk]], they are versatile animals that can supplement your textile industry. There is currently a bug that causes only one thread to be created from a stack of wool. [[Troll]]s can also be sheared by their master [[goblin]]s, explaining how many goblin thieves and besiegers come dressed in troll fur items that are fully wearable but cannot be otherwise obtained. |
− | [[Hair]] is another textile material that comes from animals, but is only obtained by [[butcher]]ing certain animals such as [[horse]]s, [[yak]]s and [[grizzly bear]]s, as a byproduct of the [[meat industry]]. Hair is quite limited; it can only be made into (dyeable) [[thread]], and cannot be made into proper cloth or clothing. As such, it is mostly useful as cheap [[suturing]] material for dwarven [[healthcare]] | + | [[Hair]] is another textile material that comes from animals, but is only obtained by [[butcher]]ing certain animals such as [[horse]]s, [[yak]]s and [[grizzly bear]]s, as a byproduct of the [[meat industry]]. Hair is quite limited; it can only be made into (dyeable) [[thread]], and cannot be made into proper cloth or clothing. As such, it is mostly useful as cheap [[suturing]] material for dwarven [[healthcare]]. |
− | Wool has only half the value of | + | Wool has only half the value of crop based thread. The same goes for hair of the more common and domestic animals, but the increasingly wild and rare animals listed under '[[Value#Material_multipliers]] - animals' have more valuable hair. |
===Silk=== | ===Silk=== | ||
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[[Giant cave spider]]s, on the other hand, are extremely dangerous creatures, as they are the size of grizzly bears, do not feel pain, and can shoot webbing at any helpless dwarf who happens to be nearby. They reside in the caverns, and their webs can only be collected "in the wild" at extreme hazard, requiring significant military escort if you want your dwarf to return alive; it might be a good idea to change [[standing orders]] to ignore webs until you can clear out the caverns or otherwise provide an escort. | [[Giant cave spider]]s, on the other hand, are extremely dangerous creatures, as they are the size of grizzly bears, do not feel pain, and can shoot webbing at any helpless dwarf who happens to be nearby. They reside in the caverns, and their webs can only be collected "in the wild" at extreme hazard, requiring significant military escort if you want your dwarf to return alive; it might be a good idea to change [[standing orders]] to ignore webs until you can clear out the caverns or otherwise provide an escort. | ||
− | Giant cave spider silk thread (and what you produce from it) is worth only twice as much (24☼) as easily available pig tail thread (12☼). For low-quality production, skillful dyeing adds more value than a better material (a no-quality dye adds 20☼, masterful dyeing adds 240☼ to the value). Note, however | + | Giant cave spider silk thread (and what you produce from it) is worth only twice as much (24☼) as easily available pig tail thread (12☼). For low-quality production, skillful dyeing adds more value than a better material (a no-quality dye adds 20☼, masterful dyeing adds 240☼ to the value). Note, however that the material multiplier is incorporated into the thread, cloth, and finished good values; the actual difference in final value for a masterful robe is up to 1052☼. This makes giant cave spider [[silk farming]] a lucrative project once your textile industry matures. |
===Trading and gathering=== | ===Trading and gathering=== | ||
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==Thread== | ==Thread== | ||
− | Once you have the basic materials, you are ready to process them into thread. Crops, wool, and hair use | + | Once you have the basic materials, you are ready to process them into thread. Crops, wool, and hair use two [[job]]s under [[plant processing]] at a [[farmer's workshop]]: you either {{k|p}}rocess the plants, or {{k|S}}pin the wool or hair. Making thread out of silk is done in one step: if there are spider webs on the map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread. Note, however, that this applies to giant cave spider silk as well, and that collecting it benefits from military protection. |
− | Thread can be [[Dye|dyed]], which increases its value | + | Thread can be [[Dye|dyed]], which increases its value as well as the value of anything woven from it (cloth can also be dyed directly, see below). Thread's primary use is for [[suturing]] at a hospital, and for decorating finished clothing - otherwise it is an intermediate good that needs to be woven into cloth and, finally, the finished product. For animal hair, though, thread itself is the finished product. |
==Cloth== | ==Cloth== | ||
− | By default, any non-hair thread produced is automatically queued up for [[weaving]] at a [[loom]], but this can be changed with [[standing orders]] under {{k|o}}, and may be necessary in the case of giant cave spider webs. Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]]. | + | By default, any non-hair thread produced is automatically queued up for [[weaving]] at a [[loom]], but this can be changed with [[standing orders]] under {{k|o}}, and may be necessary in the case of giant cave spider webs. Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]]. If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to set workshop [[Orders]] so that dwarves only weave [[dye]]d thread. Cloth can still be dyed after weaving. |
==Clothes and cloth goods== | ==Clothes and cloth goods== | ||
− | Once the thread is | + | Once the thread is sewn into cloth, it can be put to use by a [[clothier]] at a [[clothier's shop]] to create [[clothes]], the usual end product for the textile industry. Clothing is required for a mature fortress, as clothes will eventually [[wear]] away, and necessitate replacement; a highly skilled clothesmaker is a boon for any fortress. |
Even [[wear|worn]] clothing can still fetch a hefty price--1/2 to 3/4 its original value--and your dwarves will make sure there is an abundant supply. A high-quality textile industry provides sufficient value to purchase the entire caravan using only cast-off clothing. | Even [[wear|worn]] clothing can still fetch a hefty price--1/2 to 3/4 its original value--and your dwarves will make sure there is an abundant supply. A high-quality textile industry provides sufficient value to purchase the entire caravan using only cast-off clothing. | ||
− | If you plan to use clothing for trading, you can moderately increase its value by sewing images onto it. Items that are [[decorate]]d in this manner are considered local for purposes of trade offerings and, depending on the quality of the decoration, an image can add significant value to an item. Note, however, that | + | If you plan to use clothing for trading, you can moderately increase its value by sewing images onto it. Items that are [[decorate]]d in this manner are considered local for purposes of trade offerings and, depending on the quality of the decoration, an image can add significant value to an item. Note, however, that is generally more profitable to create a second piece of clothing than to decorate an existing one. |
− | Although clothes are the main good, the clothier's shop can also produce [[rope]]s and [[bag]]s. Both can be made elsewhere, by the [[metal industry]] and by the [[leather|leather industry]] respectively, but if you have the raw resources, why not here? Ropes are necessary for [[restraint]]s, [[traction bench]]es | + | Although clothes are the main good, the clothier's shop can also produce [[rope]]s and [[bag]]s. Both can be made elsewhere, by the [[metal industry]] and by the [[leather|leather industry]] respectively, but if you have the raw resources, why not here? Ropes are necessary for [[restraint]]s, [[traction bench]]es, and [[well]]s, and [[bag]]s are used to store seeds, milling products, and powders (including dye), as well as [[sand]] for the [[glass industry]]. |
Cloth can also be used to make [[craft|cloth crafts]] at a [[craftsdwarf's workshop]], which is a valuable but rarely needed trade good. | Cloth can also be used to make [[craft|cloth crafts]] at a [[craftsdwarf's workshop]], which is a valuable but rarely needed trade good. | ||
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==Dyeing== | ==Dyeing== | ||
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Dye can then be applied at a [[dyer's shop]] by a [[dyer]]. | Dye can then be applied at a [[dyer's shop]] by a [[dyer]]. | ||
− | == | + | ==[[Value]]== |
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Clothes and cloth goods can have many modifiers, so it can be difficult to determine exactly how to produce the most valuable goods. Despite their complexity, cloth goods follow many of the same rules for [[item value]] calculations as other goods. Notably, the cloth, thread, and embroidery are calculated like [[decoration]]s, while dyes are just added directly. The specific formula for a cloth item's value is as follows: | Clothes and cloth goods can have many modifiers, so it can be difficult to determine exactly how to produce the most valuable goods. Despite their complexity, cloth goods follow many of the same rules for [[item value]] calculations as other goods. Notably, the cloth, thread, and embroidery are calculated like [[decoration]]s, while dyes are just added directly. The specific formula for a cloth item's value is as follows: | ||
− | {| | + | {| style="text-align:center" |
− | | | + | | item |
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− | + | | {{tc|green|cloth}} | |
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− | + | | {{tc|red|thread}} | |
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− | | {{tc|red| | ||
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|- | |- | ||
− | | | + | |(item type * material * item quality) |
− | + | | + | |
− | | | + | |{{tc|green|(decoration * material * cloth_quality)}} |
− | | {{tc| | + | | + |
− | | | + | |{{tc|red|(decoration * material)}} |
− | | {{tc| | ||
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|} | |} | ||
− | + | For dyed items, add | |
− | {{tc| | + | {{tc|blue|(powder * dye_material * dye_quality)}} |
+ | |||
+ | For embroidered items, add | ||
+ | |||
+ | {{tc|purple|(decoration * embroider_material * embroider_quality) + (powder * dye_material * dye_quality)}} | ||
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+ | (The quality of the embroidered cloth has no effect on the value.) | ||
The formula is quite complicated, so use this example. | The formula is quite complicated, so use this example. | ||
+ | |||
''This is an '''exceptional''' pig tail fiber cloak. It is made from '''pig tail''' fiber cloth. The thread is midnight blue, '''superbly''' colored with '''dimple dye'''. On the item is an '''exceptionally''' designed image of waves in rope reed fiber by Urist McClothier. It is made from well-crafted '''rope reed''' fiber cloth. The thread is emerald '''exceptionally''' colored with '''emerald dye'''.'' | ''This is an '''exceptional''' pig tail fiber cloak. It is made from '''pig tail''' fiber cloth. The thread is midnight blue, '''superbly''' colored with '''dimple dye'''. On the item is an '''exceptionally''' designed image of waves in rope reed fiber by Urist McClothier. It is made from well-crafted '''rope reed''' fiber cloth. The thread is emerald '''exceptionally''' colored with '''emerald dye'''.'' | ||
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= {{tc|red|'''20'''}} | = {{tc|red|'''20'''}} | ||
− | + | Then the item's dye value is added (ignore any dyed embroidery): | |
− | Then the item's dye value is added (ignore | ||
{{tc|blue|(powder * dye_material * dye_quality)}} | {{tc|blue|(powder * dye_material * dye_quality)}} | ||
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= {{tc|blue|'''80'''}} | = {{tc|blue|'''80'''}} | ||
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Lastly, the embroidery: | Lastly, the embroidery: | ||
− | {{tc|purple|(decoration * embroider_material * embroider_quality) | + | {{tc|purple|(decoration * embroider_material * embroider_quality) + (powder * dye_material * dye_quality)}} |
− | {{tc|purple|('''decoration''' * '''rope reed''' * '''exceptional''') | + | {{tc|purple|('''decoration''' * '''rope reed''' * '''exceptional''') + ('''powder''' * '''emerald dye''' * '''exceptional''')}} |
− | {{tc|purple|('''10''' * '''2''' * '''5''') | + | {{tc|purple|('''10''' * '''2''' * '''5''') + ('''1''' * '''20''' * '''5''')}} |
= {{tc|purple|'''200'''}} | = {{tc|purple|'''200'''}} | ||
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= '''580''' | = '''580''' | ||
− | + | Theoretically, the most valuable non-artifact/non-adamantine clothing item is worth '''3064'''. It would be a masterful giant cave spider silk robe, made from masterful giant cave spider silk cloth masterfully dyed with dimple/silver/emerald dye. It would be worth 2344: ((33 * 4 * 12) + (10 * 4 * 12) + (10 * 4) + (1 * 20 * 12). The embroidery would be masterfully designed using masterfully-dyed giant cave spider silk cloth, adding 720: (10 * 4 * 12) + (1 * 20 * 12). Note, however, that the second piece of cloth would have likely been worth more as a second robe than as a decoration on the first. | |
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− | Theoretically, the most valuable non-artifact/non-adamantine clothing item is worth '''3064'''. It would be a masterful giant cave spider silk robe, made from masterful giant cave spider silk cloth masterfully dyed with dimple/ | ||
==Industry management== | ==Industry management== | ||
− | Overall, the textile industry consists of eight different jobs: ([[grower|growing]], [[plant processing]], [[shearing]], [[spinning]], [[ | + | Overall, the textile industry consists of eight different jobs: ([[grower|growing]], [[plant processing]], [[shearing]], [[spinning]], [[weaving]], [[clothier|clothes making]], [[milling]], and [[dyeing]]). The value of the finished product is determined by the [[quality]] of three specific steps (as well as the base material): weaving, dyeing, and clothes-making. Obviously, then, the more skilled your weavers, dyers, and clothiers, the better and more valuable your items will be. |
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed), then you need to establish a year-round growing cycle with two equally-sized plots above and below ground as follows: | If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed), then you need to establish a year-round growing cycle with two equally-sized plots above and below ground as follows: | ||
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Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster. Choose the largest plot size you can sustainably increase harvests, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season. To boost profits, set your workshop [[orders]] to use only dyed thread, leaving out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you always have materials to support standing (repeat) work orders. | Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster. Choose the largest plot size you can sustainably increase harvests, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season. To boost profits, set your workshop [[orders]] to use only dyed thread, leaving out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you always have materials to support standing (repeat) work orders. | ||
+ | {{Farming FAQ}} | ||
+ | {{Workshops FAQ}} | ||
{{Category|Guides}} | {{Category|Guides}} | ||
{{Category|Materials}} | {{Category|Materials}} | ||
{{Category|Industry}} | {{Category|Industry}} | ||
{{Industry}} | {{Industry}} | ||
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