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[[Image:Textile-industry-flowchart.PNG|thumb|332px|''Textile industry flowchart.'']]
 
[[Image:Textile-industry-flowchart.PNG|thumb|332px|''Textile industry flowchart.'']]
  
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 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.
  
 
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===
{{Main|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 [[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]], [[cotton]], [[ramie]], [[flax]], [[hemp]] and [[jute]]. Flax and hemp, in addition to being processable, can also be [[millstone|milled]] into [[flour]], making them a good choice for food production, moreover, hemp and rope reeds are the only plants usable to make thread that are found outside tropical biomes. Rope reeds, like pig tails, can 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 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]].  Sliver barb is also the only dye plant that has another use (brewing).
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[[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 to being processable, can also be [[millstone|milled]] into [[flour]], making it a good choice for food production, moreover, hemp and rope reeds are the only plants usable to make thread that are found outside tropical biomes. Rope reeds, like pig tails, can 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]].
  
 
For easy reference, the plants are listed below:
 
For easy reference, the plants are listed below:
 
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{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse"
;Thread Plants
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! colspan=10|Thread Plants
{| class="wikitable sortable"
 
|-
 
! rowspan=2| Plant
 
! rowspan=2| Type
 
! colspan=2| Grows
 
! rowspan=2| [[Biome]]
 
! colspan=4| Season
 
! rowspan=2| Other uses
 
 
|-
 
|-
! Wet !! Dry !! Spring !! Summer !! Autumn !! Winter  
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! Plant !! Type !! [[Climate|Wet]] !! [[Climate|Dry]] !! [[Biome]] !! [[Calendar|Spring]] !! Summer !! Autumn !! Winter  
 
|-
 
|-
| [[Pig tail]] || [[Underground]] || X || X || [[Biome#Underground|Subterranean water]] ||  || X || X || || alcohol
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| [[Pig tail]] || [[Underground]] || X || X || [[Biome#Underground|Subterranean water]] ||  || X || X ||  
 
|-
 
|-
| [[Rope reed]] || [[Above ground]] || X ||  || [[Biome#Groups|Not Freezing]] || X || X || X || X || alcohol
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| [[Rope reed]] || [[Above ground]] || X ||  || [[Biome#Groups|Not Freezing]] || X || X || X || X  
 
|-
 
|-
| [[Flax]] || Above ground ||  || X || [[Grassland]], [[Savanna]] || X || X || X || X || flour, oil
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| [[Flax]] || Above ground ||  || X || [[Grassland]], [[Savanna]] || X || X || X || X  
 
|-
 
|-
| [[Jute]] || Above ground ||  || X || [[Tropical]] || X || X || X || X || none
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| [[Jute]] || Above ground ||  || X || [[Tropical]] || X || X || X || X
 
|-
 
|-
| [[Hemp]] || Above ground ||  || X || [[Temperate]] || X || X || X || X || flour, oil
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| [[Hemp]] || Above ground ||  || X || [[Temperate]] || X || X || X || X
 
|-
 
|-
| [[Cotton]] || Above ground ||  || X || Tropical || X || X || X || X || oil
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| [[Cotton]] || Above ground ||  || X || Tropical || X || X || X || X  
 
|-
 
|-
| [[Ramie]] || Above ground ||  || X || Tropical || X || X || X || X || none
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| [[Ramie]] || Above ground ||  || X || Tropical || X || X || X || X  
 
|-
 
|-
| [[Kenaf]] || Above ground ||  || X || Tropical || X || X || X || X || oil
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| [[Kenaf]] || Above ground ||  || X || Tropical || X || X || X || X  
 
|-
 
|-
 
|}
 
|}
  
;Dye Plants
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{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse"
{| class="wikitable sortable"
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! colspan=12|Dye Plants
! rowspan=2| Plant
 
! rowspan=2| [[Dye]]
 
! rowspan=2 colspan=2| Colour
 
! rowspan=2| Type
 
! colspan=2| Grows
 
! rowspan=2| [[Biome]]
 
! colspan=4| Season
 
! rowspan=2| Special
 
 
|-
 
|-
! Wet !! Dry !! Spring !! Summer !! Autumn !! Winter  
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! Plant !! [[Dye]] !! colspan=2|Colour  !! Type !! [[Climate|Wet]] !! [[Climate|Dry]] !! [[Biome]] !! [[Calendar|Spring]] !! Summer !! Autumn !! Winter  
 
|-
 
|-
| [[Dimple cup]]  || Dimple Dye || Midnight Blue ||bgcolor="#003366" |     || [[Underground]] || X || X || [[Biome#Underground|Subterranean water]] || X || X || X || X || grows slowly
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| [[Dimple cup]]  || Dimple Dye || Midnight Blue ||bgcolor="#003366" |     || [[Underground]] || X || X || [[Biome#Underground|Subterranean water]] || X || X || X || X
 
|-
 
|-
| [[Blade weed]] || Emerald Dye || Emerald ||bgcolor="#50c878" |     || [[Above ground]] ||  || X || [[Biome#Groups|Not Freezing]] || X || X || X || X || (baseline)
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| [[Blade weed]] || Emerald Dye || Emerald ||bgcolor="#50c878" |     || [[Above ground]] ||  || X || [[Biome#Groups|Not Freezing]] || X || X || X || X
 
|-
 
|-
| [[Hide root]] || Redroot Dye || Red ||bgcolor="#ff0000" |     || Above ground ||  || X || Not Freezing || X || X || X || X || low value
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| [[Hide root]] || Redroot Dye || Red ||bgcolor="#ff0000" |     || Above ground ||  || X || Not Freezing || X || X || X || X
 
|-
 
|-
| [[Sliver barb]] || Sliver Dye || Black ||bgcolor="#000000" |     || Above ground ||  || X || [[Surroundings#Evil|Evil]], Not Freezing || X || X || X || X || brewable
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| [[Sliver barb]] || Sliver Dye || Black ||bgcolor="#000000" |     || Above ground ||  || X || [[Surroundings#Evil|Evil]], Not Freezing || X || X || X || X
 
|-
 
|-
 
|}
 
|}
  
(*) "Wet" and "Dry" determine where plants are found in proximity to watercourses when gathering wild plants, and do not affect farm plots.
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===Wool and hair===
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[[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. [[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.  The only way to acquire troll fur is to steal it from a goblin [[site]] during a raid.
  
===Wool and hair===
 
[[Wool]] is a textile material obtainable by [[shearing]] one of a small number of creatures at a [[farmer's workshop]]: [[troll]], [[sheep]], [[llama]]s, and [[alpaca]]s. These animals can be sheared once every 300 days; as they also produce [[milk]], they are versatile animals that can supplement your textile industry. [[Troll]]s can also be sheared by their [[goblin]] masters, explaining how many goblin thieves and besiegers come dressed in troll fur items that are fully wearable.  The only way to acquire troll fur is to steal it from a goblin [[site]] during a raid.
 
  
[[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]]. A [[bookbinder]] can also use animal hair thread with a written-on [[quire]] and a [[book binding]] to create a book. Like with suturing, it's best to temporarily forbid all other threads from the stocks menu if you want to force your dwarves to use these "useless" threads – otherwise, Urist McBinder will gladly grab your masterfully dyed giant cave spider silk thread instead.
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[[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]]. With the library update, a [[bookbinder]] can use animal hair thread with a written on [[quire]] and a [[book binding]] to create a book. Like with suturing, its best to temporarily forbid all other threads from the stocks menu if you want to force your dwarves to use these "useless" threads.  Otherwise, Urist McBinder will gladly grab your masterfully dyed giant cave spider silk thread instead.
  
Wool has only half the value of plant-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.
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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, 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.
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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 one of 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.
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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 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.
 
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]]. Every item of thread woven produces one item of cloth.  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.
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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 woven 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. Each Clothier job consumes one whole unit of cloth, regardless of size.  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.
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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.
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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 it is generally more profitable to create a second piece of clothing than to decorate an existing one.
 
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 it 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, rollers, 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]].
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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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{{Category|Industry}}
 
{{Category|Industry}}
 
{{Industry}}
 
{{Industry}}
[[ru:Textile industry]]
 

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