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Difference between revisions of "v0.31:Textile industry"
GiantTiger11 (talk | contribs) (Created page with '{{av}} {{elven}} This article is a quick guide to running a self-sufficient '''textile industry''', which includes making thread and cloth of both plant fiber and [[…') |
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− | This article is a quick guide to running a self-sufficient '''textile industry''', which includes making | + | This article is a quick guide to running a self-sufficient '''textile industry''', which includes making {{L|thread}} and {{L|cloth}} of both {{L|plant fiber}} and {{L|silk}}, {{L|dye}}ing that material, manufacturing {{L|clothing}}, {{L|bag}}s, {{L|rope}}s and plant fiber or silk {{L|craft|crafts}}, and {{L|decoration|decorating}} with thread. |
==Plants or Silk== | ==Plants or Silk== | ||
− | ''Requires: A | + | ''Requires: A {{L|farm}}, a {{L|farmer}}, and the appropriate {{L|seed|seeds}}''<br /> |
− | and/or: ''A | + | and/or: ''A {{L|weaver}}, a {{L|loom}}, and spider webs'' |
− | There are six | + | There are six {{L|crop|crops}} that you can {{L|Farming|grow}} 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 {{L|herbalist|gathered}} 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 {{L|giant cave spider}}s 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 {{L|trade}} for thread and dyes. |
=====Under ground crops===== | =====Under ground crops===== | ||
− | * | + | *{{L|Pig tail}}s are used to make {{L|thread}}, and can be grown in Summer and Autumn. |
− | * | + | *{{L|Dimple cup}}s are used to make {{L|dye}}, and can be grown all year round. |
=====Above ground crops===== | =====Above ground crops===== | ||
− | * | + | *{{L|Rope reed}} is used to make {{L|thread}}, and can be grown all year round. |
− | * | + | *{{L|Hide root}}, {{L|sliver barb}} and {{L|blade weed}} can be used to make {{L|dye}} of various colour, and can be grown all year round. |
=====Silk===== | =====Silk===== | ||
− | *Raw | + | *Raw {{L|silk}} is harvested from spider webs created by {{L|phantom spider}}s, {{L|cave spider}}s, and {{L|giant cave spider}}s. Unsure if both phantom spiders and care spiders exist. |
==Thread== | ==Thread== | ||
− | ''Requires: A | + | ''Requires: A {{L|farmer's workshop}}, a {{L|thresher}}, and the appropriate {{L|plant}}''<br /> |
− | and/or: ''A | + | and/or: ''A {{L|weaver}}, a {{L|loom}}, and spider webs'' |
− | To create thread from harvested plants, you must {{k|q}}uery the | + | To create thread from harvested plants, you must {{k|q}}uery the {{L|farmer's workshop}} and order it to {{k|p}}rocess the pig tails and/or rope reed. Creating thread from silk is somewhat easier: if there are spider {{L|web}}s available on your map, dwarves with the {{L|weaving}} labor enabled will gather the webs and automatically spin them into {{L|silk}} thread. You may want to make sure that your dwarves are not trying to gather webs from a {{L|giant cave spider}} without a military escort -- check the {{k|u}}nits list to see if any non-{{L|vermin}} spiders are listed. |
==Cloth== | ==Cloth== | ||
− | ''Requires: A | + | ''Requires: A {{L|loom}}, a {{L|weaver}}, and {{L|thread}} (either spider or plant based)'' |
− | By default any thread produced will be automatically woven at the | + | By default any thread produced will be automatically woven at the {{L|loom}}. Plant fibers will be queued for weaving into cloth as soon as they are processed at the {{L|farmer's workshop}}. If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop {{L|Orders}} so that dwarves only weave {{L|dye|dyed}} thread. Cloth can still be dyed after weaving. |
==Clothes== | ==Clothes== | ||
− | ''Requires: A | + | ''Requires: A {{L|clothier's shop}}, a {{L|clothier}}, and some {{L|cloth}}'' |
− | Once the cloth is ready you can sew it into | + | Once the cloth is ready you can sew it into {{L|clothes}}, either for {{L|trading}} or for your own {{L|dwarf|dwarves}} to wear. The clothier's shop is also where you can {{L|decorate}} 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. {{L|Rope}}s and {{L|bag}}s are all also produced at the clothier's shop. Bags are critical to establishing a {{L|glass industry}}. |
==Dyeing== | ==Dyeing== | ||
− | Dyeing is very useful because it adds to the | + | Dyeing is very useful because it adds to the {{L|value}} 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===== | =====Creating dye===== | ||
− | ''Requires: A | + | ''Requires: A {{L|millstone}} or {{L|quern}}, a {{L|miller}}, an empty {{L|bag}}, and the appropriate {{L|plant}}s'' |
Once you have harvested or bought the plants, you can mill them into dye. | Once you have harvested or bought the plants, you can mill them into dye. | ||
=====Using dye===== | =====Using dye===== | ||
− | ''Requires: A | + | ''Requires: A {{L|dyer's shop}}, a {{L|dyer}}, and some dye'' |
Having the dye, you can dip the cloth or thread into it to increase its value. | Having the dye, you can dip the cloth or thread into it to increase its value. | ||
Line 52: | Line 52: | ||
==Summary== | ==Summary== | ||
=====Required worker / labor===== | =====Required worker / labor===== | ||
− | * | + | *{{L|Grower}} / Field working |
− | * | + | *{{L|Thresher}} / Plant processor |
− | * | + | *{{L|Weaver}} / Weaving |
− | * | + | *{{L|Clothier}} / Clothes making |
− | * | + | *{{L|Miller}} / {{L|Milling}} |
− | * | + | *{{L|Dyer}} / Dyeing |
=====Required buildings===== | =====Required buildings===== | ||
− | * | + | *{{L|Farm}} |
− | * | + | *{{L|Farmer's workshop}} |
− | * | + | *{{L|Loom}} |
− | * | + | *{{L|Clothier's shop}} |
− | *Either a | + | *Either a {{L|millstone}} or a {{L|quern}} |
− | **A Millstone requires | + | **A Millstone requires {{L|power}}, while a quern does noe. |
− | * | + | *{{L|Dyer's shop}} which also requires |
− | ** | + | **{{L|Barrel}} |
− | **[Bucket | + | **[Bucket}} |
==Sample Industry Plan== | ==Sample Industry Plan== | ||
Line 82: | Line 82: | ||
|- | |- | ||
| '''Underground''' | | '''Underground''' | ||
− | | | + | | {{L|Dimple cup}} |
− | | | + | | {{L|Pig tail}} |
− | | | + | | {{L|Pig tail}} |
− | | | + | | {{L|Dimple cup}} |
|- | |- | ||
| '''Above ground''' | | '''Above ground''' | ||
− | | | + | | {{L|Rope reed}} |
− | | | + | | {{L|Sliver barb}} |
− | | | + | | {{L|Blade weed}} |
− | | | + | | {{L|Rope reed}} |
|} | |} | ||
− | 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 | + | 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 {{L|miller}}, a {{L|thresher}}, a {{L|dyer}}, a {{L|weaver}}, and some {{L|grower}}s employed evenly year-round and provide high-value materials for any tailors in your fort. If you have access to {{L|silk}} on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess {{L|pig tail}} into {{L|dwarven ale}}. |
− | Large fields, | + | Large fields, {{L|fertilizer}}, and skilled {{L|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 {{L|orders}} to use only dyed thread, leave out {{L|hide root}} from your growing plan because of its lower {{L|item value}}, and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders. |
Line 101: | Line 101: | ||
'''See Also''' | '''See Also''' | ||
− | * | + | *{{L|Clothing}} |
− | * | + | *{{L|Leather industry}} |
− | * | + | *{{L|Farming}} |
− | |||
{{Farming FAQ}} | {{Farming FAQ}} |
Revision as of 13:10, 12 April 2010
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.
Plants or Silk
Requires: A Template:L, a Template:L, and the appropriate Template:L
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
- Template:Ls are used to make Template:L, and can be grown in Summer and Autumn.
- Template:Ls are used to make Template:L, and can be grown all year round.
Above ground crops
- Template:L is used to make Template:L, and can be grown all year round.
- Template:L, Template:L and Template:L can be used to make Template:L of various colour, and can be grown all year round.
Silk
- Raw Template:L is harvested from spider webs created by Template:Ls, Template:Ls, and Template:Ls. Unsure if both phantom spiders and care spiders exist.
Thread
Requires: A Template:L, a Template:L, and the appropriate Template:L
and/or: A Template:L, a Template:L, and spider webs
To create thread from harvested plants, you must query the Template:L and order it to process the pig tails and/or rope reed. 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 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
- Template:L / Field working
- Template:L / Plant processor
- Template:L / Weaving
- Template:L / Clothes making
- Template:L / Template:L
- Template:L / Dyeing
Required buildings
- Template:L
- Template:L
- Template:L
- Template:L
- Either a Template:L or a Template:L
- A Millstone requires Template:L, while a quern does noe.
- Template:L which also requires
- Template:L
- [Bucket}}
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