- 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.
Difference between revisions of "40d:Clothing industry"
(Guide for beginners) |
RomeoFalling (talk | contribs) m (added to industry category) |
||
Line 80: | Line 80: | ||
{{Workshops FAQ}} | {{Workshops FAQ}} | ||
[[Category:Quick guide]] | [[Category:Quick guide]] | ||
+ | [[Category:Materials]] | ||
+ | [[Category:Industry]] |
Revision as of 00:41, 6 November 2008
This article is a quick guide to running a self-sufficient clothing 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 grow that are used in the clothing industry. Note that if you don't want to grow them you can trade for them or, if they are an above ground crop, you can gather them.
Subterraean
- Pig tails are used to make thread, and can be grown in Summer and Autumn.
- Dimple cups are used to make dye, and can be grown all year round.
Above ground
- Rope reed is used to make thread, and can be grown all year round.
- Hide root, Sliver barb and Blade weed can be used to make dye, and can be grown all year round.
Thread
Requires: A farmer's workshop, a thresher, and the appropriate 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 workship 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 dye and flour.
Cloth
Requires: A loom, a weaver, and some thread
By default any thread produced will be automatically woven at the loom. You may want to turn this off if you intend to dye the thread.
Clothes
Requires: A clothier's shop, a clothier, and some 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. If you wish, you can dye both the thread and the cloth for even more value.
Creating dye
Requires: A mill or quern, a miller, an empty bag, and the appropriate 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
- Farmer / 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 Mill which also requires
- Or a quern
- Dyer's shop which also requires
See Also