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40d:Clothing industry

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Revision as of 21:23, 7 March 2009 by Senso (talk | contribs) (Typo)
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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.

Under ground
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 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 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 Set Workshop Orders only weave dyed 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. 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 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