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Difference between revisions of "40d:Clothing industry"

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(→‎Clothes: - more detail about what to do with cloth)
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''Requires: A [[loom]], a [[weaver]], and spider [[web]]s or plant fiber [[#Thread|thread]]''
 
''Requires: A [[loom]], a [[weaver]], and spider [[web]]s or plant fiber [[#Thread|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 [[#Dyeing|dyed]] thread.
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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 by dyeing the thread beforehand, you may want to Set Workshop [[Orders]] so that dwarves only weave [[#Dyeing|dyed]] thread.  Cloth can still be dyed after weaving.
  
 
==Clothes==
 
==Clothes==

Revision as of 01:33, 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
Above ground

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 by dyeing the thread beforehand, you may want to Set Workshop Orders so that dwarves only weave dyed thread. Cloth can still be dyed after weaving.

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. The clothier's shop is also where you can decorate cloth items with a sewn image. Decorating an imported item (e.g. narrow goblin clothing) makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item. Backpacks, quivers, ropes, and bags are all also produced at the clothier's shop. Bags are critical to establishing a glass industry.

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
Required buildings

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