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.

v0.31:Textile industry

From Dwarf Fortress Wiki
Revision as of 01:12, 22 March 2011 by Quietust (talk | contribs)
Jump to navigation Jump to search
This article is about an older version of DF.

This article is a quick guide to running a self-sufficient textile industry, which includes making Template:L and Template:L of both Template:L and Template:L, Template:Ling that material, manufacturing Template:L, Template:Ls, Template:Ls and plant fiber or silk Template:L, and Template:L with thread.

A textile industry can be a very lucrative option for the creation of trade goods, especially if the goods are dyed and sewed with images as well. Common choices for textile trade goods are gloves, mittens, boots and socks at a Template:L because they are made in pairs or cloth crafts at a craftdwarf's workshop. A textile industry is also important for healthcare because cloth and thread are needed for bandages and suturing respectively. Another useful cloth product is ropes which can be used as restraints or as a part of a well or traction bench, both of which are important items. Bags are also useful for compact storage of seeds and are needed to mill dyes and certain food products. Clothing may also provide some protection against cold and damage.[Verify]

Plants, Wool, or Silk

Requires: A Template:L, a Template:L, and the appropriate Template:L
and/or: A shearer, a Template:L, and an appropriate animal
and/or: A Template:L, a Template:L, and spider webs

There are six Template:L that you can Template:L that are used in the clothing industry (2 for cloth, 4 for dyes), and three types of raw silk that can be harvested with varying degrees of difficulty. Above-ground crops can be Template:L rather than farmed, if you don't mind having an unpredictable harvest. If you are lucky enough to have spiders on your map, or unlucky enough to have Template:Ls on your map, you can produce silk cloth in addition to plant fiber cloth. If you would prefer not to worry about creating the raw materials, you can usually Template:L for thread and dyes.

Under ground crops
Above ground crops
Wool
Silk

Thread

Requires: A Template:L, a Template:L, and the appropriate Template:L
and/or: A Template:L and wool
and/or: A Template:L, a Template:L, and spider webs

To create thread from harvested plants and wool, you must query the Template:L and order it to process the pig tails and/or rope reed, or Spin the wool. Creating thread from silk is somewhat easier: if there are spider Template:Ls available on your map, dwarves with the Template:L labor enabled will gather the webs and automatically spin them into Template:L thread. You may want to make sure that your dwarves are not trying to gather webs from a Template:L without a military escort -- check the units list to see if any non-Template:L spiders are listed.

Cloth

Requires: A Template:L, a Template:L, and Template:L (either spider, livestock, or plant based)

By default any thread produced will be automatically woven at the Template:L. Plant fibers will be queued for weaving into cloth as soon as they are processed at the Template:L. If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop Template:L so that dwarves only weave Template:L thread. Cloth can still be dyed after weaving.

Clothes

Requires: A Template:L, a Template:L, and some Template:L

Once the cloth is ready you can sew it into Template:L, either for Template:L or for your own Template:L to wear. The clothier's shop is also where you can Template:L cloth items with a sewn image. Decorating an imported item makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item. Template:Ls and Template:Ls are all also produced at the clothier's shop. Bags are critical to establishing a Template:L.

Dyeing

Dyeing is very useful because it adds to the Template:L of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed again.[Verify]

Creating dye

Requires: A Template:L or Template:L, a Template:L, an empty Template:L, and the appropriate Template:Ls

Once you have harvested or bought the plants, you can mill them into dye.

Using dye

Requires: A Template:L, a Template:L, and some dye

Having the dye, you can dip the cloth or thread into it to increase its value.

Summary

Required worker / labor
Required buildings
Quality Modifiers Applied

In these areas, the quality of your worker will effect not only the speed or the amount produced but also the Template:L of the product.

  • Weaver
  • Dyer
  • Clothier

Sample Industry 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:

Spring Summer Autumn Winter
Underground Template:L Template:L Template:L Template:L
Above ground Template:L Template:L Template:L Template:L

This will give you one cloth crop and one dye crop each harvest. This is not the only way to do it, and the above-ground and dimple cups lose any extra growth that comes by growing the same crop in the same plot over consecutive seasons[Verify], but it is an example of a growing plan that will keep a Template:L, a Template:L, a Template:L, a Template:L, and some Template:Ls employed evenly year-round and provide high-value materials for any tailors in your fort. If you have access to Template:L on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess Template:L into Template:L.

Large fields, Template:L, and skilled Template:Ls will produce more raw materials; skilled craftsdwarves will use up the materials faster. Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season. To boost profits, set your workshop Template:L to use only dyed thread, leave out Template:L from your growing plan because of its lower Template:L, and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.



See Also