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.

40d:Clothing industry

From Dwarf Fortress Wiki
Revision as of 03:46, 6 November 2008 by Juckto (talk | contribs) (The clothing industry moved to Clothing industry: Remove the the)
Jump to navigation Jump to search

This article is a quick guide to running a self-sufficient clothing 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 grow that are used in the clothing industry. Note that if you don't want to grow them you can trade for them or, if they are an above ground crop, you can gather them.

Subterraean
Above ground


Thread

Requires: A farmer's workshop, a thresher, and the appropriate 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 workship 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 dye and flour.


Cloth

Requires: A loom, a weaver, and some thread

By default any thread produced will be automatically woven at the loom. You may want to turn this off if you intend to dye the thread.


Clothes

Requires: A clothier's shop, a clothier, and some 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. If you wish, you can dye both the thread and the cloth for even more value.

Creating dye

Requires: A mill or quern, a miller, an empty bag, and the appropriate 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
Required buildings

See Also