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Difference between revisions of "40d:Clothing industry"
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''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]'' | ''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]'' | ||
− | Once you have harvested the plants you must {{ | + | Once you have harvested the plants you must {{k|p}}rocess the pig tails and/or rope weed at the [[farmer's workshop]]. If there are spider [[web]]s available on your map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread. You may want to make sure that your dwarves are not trying to gather webs from a [[giant cave spider]] without a military escort -- check the [[units]] list to see if any non-[[vermin]] spiders are listed. Alternatively you can [[trade]] for thread directly. |
==Cloth== | ==Cloth== |
Revision as of 01:22, 27 May 2009
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.
Under ground
- 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. If there are spider webs available on your map, dwarves with the weaving labor enabled will gather the webs and automatically spin them into silk thread. You may want to make sure that your dwarves are not trying to gather webs from a giant cave spider without a military escort -- check the units list to see if any non-vermin spiders are listed. Alternatively you can trade for thread directly.
Cloth
Requires: A loom, a weaver, and spider webs or plant fiber thread
By default any thread produced will be automatically woven at the loom. Plant fibers will be queued for weaving into cloth as soon as they are processed at the farmer's workshop. Dwarves will automatically gather spider silk if it's available, spin it into silk thread, and this thread will also be automatically woven into silk cloth. If you prefer to create dyed cloth, you may want to Set Workshop Orders so that dwarves only weave dyed 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. 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 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
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 | 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 growers 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 growers 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