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Difference between revisions of "Cloth"

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(Organized for readability, moved candy information to a spoiler section. I also removed a large block of loosely organized cloth data, as it was better represented in the Textile Industry page and we don't really need that level of detail displayed twice.)
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Cloth is made at a [[loom]] from [[Thread|threads]] of plant fiber, yarn, [[silk]] or adamantine:
 
* [[Pig tail]] thread, found/grown underground
 
* [[Rope reed]] thread, found above ground near rivers and ponds, and grown above ground
 
* [[Cotton]] thread, found above ground in any tropical biome, and grown above ground
 
* [[Kenaf]] thread,  found above ground in any tropical biome, and grown above ground
 
* [[Hemp]] thread, found above ground in any temperate biome, and grown above ground
 
* [[Jute]] thread,  found above ground in any tropical biome, and grown above ground
 
* [[Ramie]] thread,  found above ground in any tropical biome, and grown above ground
 
* [[Flax]] thread (linen), found in tropical and savannah biomes, and grown above ground
 
* [[Yarn]] thread, made from [[wool]] that in turn is sheared from animals or won from butchered corpses
 
* [[cave spider]] silk, found in underground caverns
 
* [[giant cave spider]] silk, found near giant cave spiders
 
* [[phantom spider]] silk, found in evil forests
 
* [[brown recluse spider]] silk, found in temperate broadleaf forests
 
* [[forgotten beast]] silk is gatherable if you happen to find one with a web attack.
 
* [[Adamantine]] strands, extracted from [[Raw adamantine]]
 
  
Silk is gathered as thread, but a [[Farmer's workshop]] is necessary to process plant fiber and spin yarn into their thread forms ([[Hair]] can not be woven into cloth).
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'''Cloth''' is a versatile crafting and [[health care|medical]] good, vital to the long-term health of almost any fort.
  
[[Elf|Elves]] bring large amounts of rope reed cloth when they arrive for trading in the spring. [[Human]]s and [[dwarf|dwarves]] often bring wool and pig tail cloth.
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==Uses==
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Cloth can be used to produce [[clothing]], [[bag]]s, and [[rope]]s at a [[clothier's workshop]]. While a fort's need for bags varies based on the particular industries it pursues, and [[chain]]s can accomplish anything a rope can, ''every'' fort will find itself in need of new clothes for its inhabitants if they wish to avoid the negative [[thought]]s associated with nudity. The other material that fits this need is [[leather]], which is arguably a less automated, more complex industry to get running.
  
One newly-made piece of cloth is worth 10000 'cloth units' and a [[thread]] is worth 15000 units of thread, according to [[Healthcare|the hospital]].
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Additionally, cloth is the ''only'' material which can be used in [[hospital]]s as [[wound dresser|wound dressings]]. Dwarfs will store a small supply of cloth in an active hospital zone for this purpose if any is available. Each cloth item brought in adds 10,000 'cloth units' to the hospital's inventory.
  
Cloth can be fashioned into [[clothing]] or [[bag]]s at a [[Clothier's shop]], or made into [[craft]]s at a [[craftsdwarf's workshop]]. Empty bags and [[quiver]]s, cloth crafts and clothing can be decorated with cloth at a craftsdwarf's workshop.
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At a [[craftsdwarf's workshop]], cloth can be used to make [[trade goods]]. Empty bags, [[quiver]]s, cloth crafts, and clothing can be decorated with cloth as well.
  
Cloth can be dyed at a [[dyer's shop]].
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You can [[dye]] cloth before working with it in order to increase its [[value]]. Producing masterwork items from masterfully woven and dyed cloth can lead to remarkably high value items, especially when using rarer, more valuable dyes.
  
*Note: While other metals can be made into cloth, in the same fashion as Adamantine, the cloth cannot further be worked without new reactions.
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==Production==
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Cloth is produced by [[weaver]]s, who will take plant fiber, yarn, or silk [[thread]] (but not [[hair]] thread) to a [[loom]] and weave it into usable cloth. This means that a fort can produce its own cloth in a number of ways. For a detailed breakdown of the process, see the [[textile industry]] and [[clothing industry]] pages.
  
==See also==
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===Silk===
*[[Clothing industry]]
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[[Silk]] cloth is produced from [[web]]s, whether they're from a [[vermin]] [[cave spider]] or a rampaging [[forgotten beast]]. If you have an idle loom, it will automatically generate Gather Web jobs for your weavers to carry out. They will seek out webs, convert them into thread upon picking them up, and then haul the thread to a loom to weave into silk cloth.
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===Plants===
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Beside the ubiquitous [[pig tail]]s that nearly all forts have access to, there are seven above-ground crops which can be [[farm]]ed and used to produce cloth. All of these are processed at a [[farmer's workshop]] before being brought to the loom for weaving.
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===Yarn===
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[[Sheep]], [[llama]]s, and [[alpaca]]s can be sheared for their wool at a [[farmer's workshop]], which can then be processed at a loom into cloth. Alternatively, [[butcher]]ing these creatures will produce wool as one of its products. Although [[troll]]s are also woolly, dwarfs can neither shear nor butcher them.
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==Trade==
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Cloth is a common trade good brought by all [[civilization]]s. [[Elf|Elves]] tend to bring [[rope reed]] cloth, [[human]]s bring [[wool]], and [[dwarf|dwarves]] bring [[pig tail]]. It is entirely possible to run your clothing industry off of the cloth imports brought by these [[caravan]]s, but it can be rather expensive.
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{{Minorspoiler}}
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Additionally, you may also make cloth by weaving [[adamantine]] thread. However, this is generally seen as a wasteful practice; adamantine clothing wears out just as quickly as mundane clothing, while adamantine wound dressings offer no additional health benefits.
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Note that while other metals can be made into cloth in the same fashion as adamantine, the cloth cannot be further worked without adding new reactions.
  
 
{{Category|Materials}}
 
{{Category|Materials}}
 
[[ru:Cloth]]
 
[[ru:Cloth]]

Revision as of 16:56, 12 January 2019

This article is about the current version of DF.
Note that some content may still need to be updated.

Cloth is a versatile crafting and medical good, vital to the long-term health of almost any fort.

Uses

Cloth can be used to produce clothing, bags, and ropes at a clothier's workshop. While a fort's need for bags varies based on the particular industries it pursues, and chains can accomplish anything a rope can, every fort will find itself in need of new clothes for its inhabitants if they wish to avoid the negative thoughts associated with nudity. The other material that fits this need is leather, which is arguably a less automated, more complex industry to get running.

Additionally, cloth is the only material which can be used in hospitals as wound dressings. Dwarfs will store a small supply of cloth in an active hospital zone for this purpose if any is available. Each cloth item brought in adds 10,000 'cloth units' to the hospital's inventory.

At a craftsdwarf's workshop, cloth can be used to make trade goods. Empty bags, quivers, cloth crafts, and clothing can be decorated with cloth as well.

You can dye cloth before working with it in order to increase its value. Producing masterwork items from masterfully woven and dyed cloth can lead to remarkably high value items, especially when using rarer, more valuable dyes.

Production

Cloth is produced by weavers, who will take plant fiber, yarn, or silk thread (but not hair thread) to a loom and weave it into usable cloth. This means that a fort can produce its own cloth in a number of ways. For a detailed breakdown of the process, see the textile industry and clothing industry pages.

Silk

Silk cloth is produced from webs, whether they're from a vermin cave spider or a rampaging forgotten beast. If you have an idle loom, it will automatically generate Gather Web jobs for your weavers to carry out. They will seek out webs, convert them into thread upon picking them up, and then haul the thread to a loom to weave into silk cloth.

Plants

Beside the ubiquitous pig tails that nearly all forts have access to, there are seven above-ground crops which can be farmed and used to produce cloth. All of these are processed at a farmer's workshop before being brought to the loom for weaving.

Yarn

Sheep, llamas, and alpacas can be sheared for their wool at a farmer's workshop, which can then be processed at a loom into cloth. Alternatively, butchering these creatures will produce wool as one of its products. Although trolls are also woolly, dwarfs can neither shear nor butcher them.

Trade

Cloth is a common trade good brought by all civilizations. Elves tend to bring rope reed cloth, humans bring wool, and dwarves bring pig tail. It is entirely possible to run your clothing industry off of the cloth imports brought by these caravans, but it can be rather expensive.

Dwarf head pixel.png  This article or section contains minor spoilers. You may want to avoid reading it.

Additionally, you may also make cloth by weaving adamantine thread. However, this is generally seen as a wasteful practice; adamantine clothing wears out just as quickly as mundane clothing, while adamantine wound dressings offer no additional health benefits.

Note that while other metals can be made into cloth in the same fashion as adamantine, the cloth cannot be further worked without adding new reactions.