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Difference between revisions of "40d:Clothing industry"

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This article is a quick guide to running a self-sufficient '''clothing industry'''.
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#REDIRECT [[40d:Textile 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 [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.
 
 
 
=====Under ground=====
 
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.
 
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.
 
 
 
=====Above ground=====
 
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.
 
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.
 
 
 
==Thread==
 
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|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 [[#Dyeing|dye]] and [[flour]].
 
 
 
==Cloth==
 
''Requires: A [[loom]], a [[weaver]], and some [[#Thread|thread]]''
 
 
 
By default any thread produced will be automatically woven at the loom. You may want to Set Workshop Orders only weave [[#Dyeing|dyed]] thread.
 
 
 
==Clothes==
 
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|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 [[#Plants|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=====
 
*[[Grower]] / Field working
 
*[[Thresher]] / Plant processor
 
*[[Weaver]] / Weaving
 
*[[Clothier]] / Clothes making
 
*[[Miller]] / [[Milling]]
 
*[[Dyer]] / Dyeing
 
 
 
=====Required buildings=====
 
*[[Farm]]
 
*[[Farmer's workshop]]
 
*[[Loom]]
 
*[[Clothier's shop]]
 
*Either a [[Millstone]] or a [[Quern]]
 
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.
 
*[[Dyer's shop]] which also requires
 
**[[Barrel]]
 
**[[Bucket]]
 
 
 
=====Sample Grow 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:
 
{| class="wikitable"
 
|-
 
!
 
! Spring
 
! Summer
 
! Autumn
 
! Winter
 
|-
 
| '''Underground'''
 
| [[Dimple cup]]
 
| [[Pig tail]]
 
| [[Pig tail]]
 
| [[Dimple cup]]
 
|-
 
| '''Above ground'''
 
| [[Rope reed]]
 
| [[Sliver barb]]
 
| [[Blade weed]]
 
| [[Rope reed]]
 
|}
 
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops.
 
 
 
Large fields, [[fertilizer]], and skilled [[grower]]s 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 [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.
 
 
 
==See Also==
 
*[[Clothing]]
 
*[[Leather industry]]
 
*[[Farming]]
 
*[[Industry]]
 
 
 
{{Farming FAQ}}
 
{{Workshops FAQ}}
 
[[Category:Guides]]
 
[[Category:Materials]]
 
[[Category:Industry]]
 

Latest revision as of 05:43, 26 March 2010