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Difference between revisions of "40d:Cloth"
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− | ''' | + | There are two plants and three types of [[web]]s that can be turned into '''thread'''. Thread can then be spun into '''cloth''', which then can be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[Restraint|rope]] or [[craft]]s. ''(For a full discussion of the process and possibilities, see [[clothing industry]].)'' |
− | + | A [[dwarf]] with the [[thresher]] [[labour]] enabled can process [[rope reed]]s or [[pig tail]]s into rope reed '''thread''' and pig tail '''thread''' at a [[farmer's workshop]]. With a [[loom]], any dwarf with the [[weaver]] [[labour]] enabled will ''automatically'' collect any spider* [[silk]] [[web]]s and [[giant cave spider]] silk webs that are on the ground, and return them to the loom and process them there. This converts the webs into [[silk]] thread. These 5 types of thread, both the plant threads and silk, can be stockpiled separately. | |
+ | :''(* [[cave spider|cave]]), [[Phantom spider|phantom]] and [[Giant cave spider|giant]] spiders.)'' | ||
− | + | Thread has no [[quality]] modifier, but a higher [[skill]] in will result in faster production of plant threads. | |
+ | '''Cloth''' is made from [[rope reed]] thread and [[pig tail]] thread, as well as [[silk]] thread. Cloth is made at a [[loom]] and by default, [[thread]]s are woven into cloth by an available [[weaver]] automatically. Cloth and thread may be [[dye]]d at a [[dyer's shop]], but finished goods and [[clothing]] cannot be dyed. Unlike most intermediate goods cloth has a quality modifier, which adds to value of goods created from it. | ||
+ | |||
+ | Unlike most intermediate materials [[cloth]] has quality values. Higher [[skill|ranks]] in the [[weaver]] skill increases value of the cloth produced, and also any items produced from that cloth. | ||
+ | |||
+ | The "sew cloth image" command at a clothier's shop can be used to [[decorate]] a clothing object with thread. | ||
+ | |||
+ | Foreign merchants, particularly [[elves]], tend to sell decent amounts of both [[dye]]d and un-dyed thread and cloth. | ||
==See also== | ==See also== | ||
*[[The clothing industry]] | *[[The clothing industry]] | ||
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[[Category:Materials]] | [[Category:Materials]] |
Revision as of 00:23, 6 November 2009
There are two plants and three types of webs that can be turned into thread. Thread can then be spun into cloth, which then can be used to create a variety of textile products such as bags, clothing, rope or crafts. (For a full discussion of the process and possibilities, see clothing industry.)
A dwarf with the thresher labour enabled can process rope reeds or pig tails into rope reed thread and pig tail thread at a farmer's workshop. With a loom, any dwarf with the weaver labour enabled will automatically collect any spider* silk webs and giant cave spider silk webs that are on the ground, and return them to the loom and process them there. This converts the webs into silk thread. These 5 types of thread, both the plant threads and silk, can be stockpiled separately.
Thread has no quality modifier, but a higher skill in will result in faster production of plant threads.
Cloth is made from rope reed thread and pig tail thread, as well as silk thread. Cloth is made at a loom and by default, threads are woven into cloth by an available weaver automatically. Cloth and thread may be dyed at a dyer's shop, but finished goods and clothing cannot be dyed. Unlike most intermediate goods cloth has a quality modifier, which adds to value of goods created from it.
Unlike most intermediate materials cloth has quality values. Higher ranks in the weaver skill increases value of the cloth produced, and also any items produced from that cloth.
The "sew cloth image" command at a clothier's shop can be used to decorate a clothing object with thread.
Foreign merchants, particularly elves, tend to sell decent amounts of both dyed and un-dyed thread and cloth.