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Difference between revisions of "40d:Clothing industry"

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This article is a quick guide to running a self-sufficient '''clothing industry'''.
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#REDIRECT [[40d:Textile industry]]
 
 
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.
 
 
 
==Plants==
 
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''
 
 
 
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.
 
 
 
=====Under ground=====
 
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.
 
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.
 
 
 
=====Above ground=====
 
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.
 
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.
 
 
 
==Thread==
 
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''
 
 
 
Once you have harvested the plants you must process the pig tails and/or rope weed at the [[farmer's workshop]]. Alternatively you can [[trade]] for thread directly.
 
 
 
In the farmer's workshop there are several options for processing plants: either to [[bag]], [[barrel]], [[vial]], or normal. To create thread you want to select normal. The other options produce different products, such as [[#Dyeing|dye]] and [[flour]].
 
 
 
==Cloth==
 
''Requires: A [[loom]], a [[weaver]], and some [[#Thread|thread]]''
 
 
 
By default any thread produced will be automatically woven at the loom. You may want to Set Workshop Orders only weave [[#Dyeing|dyed]] thread.
 
 
 
==Clothes==
 
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''
 
 
 
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.
 
 
 
 
 
==Dyeing==
 
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.
 
=====Creating dye=====
 
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''
 
 
 
Once you have harvested or bought the plants, you can mill them into dye.
 
 
 
=====Using dye=====
 
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''
 
 
 
Having the dye, you can dip the clothes or thread into it to increase its value.
 
 
 
==Summary==
 
=====Required worker / labor=====
 
*[[Grower]] / Field working
 
*[[Thresher]] / Plant processor
 
*[[Weaver]] / Weaving
 
*[[Clothier]] / Clothes making
 
*[[Miller]] / [[Milling]]
 
*[[Dyer]] / Dyeing
 
 
 
=====Required buildings=====
 
*[[Farm]]
 
*[[Farmer's workshop]]
 
*[[Loom]]
 
*[[Clothier's shop]]
 
*Either a [[Millstone]] or a [[Quern]]
 
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.
 
*[[Dyer's shop]] which also requires
 
**[[Barrel]]
 
**[[Bucket]]
 
 
 
=====Sample Grow Plan=====
 
 
 
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:
 
{| class="wikitable"
 
|-
 
!
 
! Spring
 
! Summer
 
! Autumn
 
! Winter
 
|-
 
| '''Underground'''
 
| [[Dimple cup]]
 
| [[Pig tail]]
 
| [[Pig tail]]
 
| [[Dimple cup]]
 
|-
 
| '''Above ground'''
 
| [[Rope reed]]
 
| [[Sliver barb]]
 
| [[Blade weed]]
 
| [[Rope reed]]
 
|}
 
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], and a [[weaver]] employed evenly year-round and provide high-value materials for any tailors in your fort.  Large fields and skilled growers will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose a plot size based on the volume of goods you wish to generate.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower value, and keep the supply channels full of plant products so that you've always got work orders coming in.
 
 
 
==See Also==
 
*[[Clothing]]
 
*[[Leather industry]]
 
*[[Farming]]
 
*[[Industry]]
 
 
 
{{Farming FAQ}}
 
{{Workshops FAQ}}
 
[[Category:Guides]]
 
[[Category:Materials]]
 
[[Category:Industry]]
 

Latest revision as of 05:43, 26 March 2010