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Editing Cloth

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{{Quality|Superior}}
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{{Quality|Superior|02:07, 8 July 2013 (UTC)}}
 
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Cloth is made at [[Loom]] from [[Thread|threads]] of plant fiber, yarn, [[silk]] or adamantine:
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* [[Pig tail]] thread, found/grown underground
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* [[Rope reed]] thread, found above ground near rivers and ponds, and grown above ground
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* [[Cotton]] thread, found above ground in any tropical biome, and grown above ground
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* [[Kenaf]] thread,  found above ground in any tropical biome, and grown above ground
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* [[Flax]] thread(linen), found in tropical and savannah biomes, and grown above ground
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* [[Yarn]] thread, made from [[wool]] that in turn is sheared from animals or won from butchered corpses
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* [[cave spider]] silk, found in underground caverns
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* [[giant cave spider]] silk, found near giant cave spiders
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* [[phantom spider]] silk, found in evil forests
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* [[brown recluse spider]] silk, found in temperate broadleaf forests
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* [[forgotten beast]] silk is gatherable if you happen to find one with a web attack.
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* [[Adamantine]] strands, extracted from [[Raw adamantine]]
  
[[File:cloth_sprite_preview.png|right]]'''Cloth''' is a versatile crafting and [[health care|medical]] good, vital to the long-term health of almost any fort.
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Silk is gathered as thread, but a [[Farmer's workshop]] is necessary to Process plant fiber and Spin yarn into their thread forms ([[Hair]] can not be woven into cloth).
  
==Uses==
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[[Elf|Elves]] bring large amounts of rope reed cloth when they arrive for trading in the spring. [[Humans]] and [[dwarf|dwarves]] often bring wool and pig tail cloth.
Cloth can be used to produce [[clothing]], [[bag]]s, and [[rope]]s at a [[clothier's workshop]]. While a fort's need for bags varies based on the particular industries it pursues, and [[chain]]s can accomplish anything a rope can, ''every'' fort will find itself in need of new clothes for its inhabitants if they wish to avoid the negative [[thought]]s associated with nudity. The other material that fits this need is [[leather]], which is arguably a less automated, more complex industry to get running.
 
  
Additionally, cloth is the ''only'' material which can be used in [[hospital]]s as [[wound dresser|wound dressings]]. Dwarves will store a small supply of cloth in an active hospital zone for this purpose, if any is available. Each cloth item brought in adds 10,000 'cloth units' to the hospital's inventory.
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One newly made piece of cloth is worth 10000 'cloth units' and a [[thread]] is worth 15000 units of thread, according to [[Healthcare|the hospital]].
  
At a [[craftsdwarf's workshop]], cloth can be used to make [[trade goods]]. Empty bags, [[quiver]]s, cloth crafts, and clothing can be decorated with "cloth images" as well.  
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Cloth can be fashioned into [[clothing]] or [[bag]]s at a [[Clothier's shop]], or made into [[craft]]s at a [[craftsdwarf's workshop]]. Empty bags and [[quiver]]s, cloth crafts and clothing can be decorated with cloth at a craftsdwarf's workshop.
  
You can [[dye]] cloth before working with it in order to increase its [[value]]. Producing masterwork items from masterfully woven and dyed cloth can lead to remarkably high value items, especially when using rarer, more valuable dyes.
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Cloth can be dyed at a [[dyer's shop]].
  
==Production==
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*Note: While other metals can be made into cloth, the same as Adamantine, the cloth cannot further be worked without new reactions.
Cloth is produced by [[weaver]]s, who will take [[plant fiber]], yarn, or silk [[thread]] (but not [[hair]] thread) to a [[loom]] and weave it into usable cloth; one item of thread woven produces one item of cloth. This means that a fort can produce its own cloth in a number of ways. For a detailed breakdown of the process, see the [[textile industry]] page.
 
  
===Silk===
 
[[Silk]] cloth is produced from [[web]]s, whether they're from a [[vermin]] [[cave spider]] or a rampaging [[forgotten beast]]. If you have an idle loom, it will automatically generate Gather Web jobs for your weavers to carry out. They will seek out webs, convert them into thread upon picking them up, and then haul the thread to a loom to weave into silk cloth.
 
 
===Plants===
 
Besides the ubiquitous [[pig tail]]s that nearly all forts have access to, there are [[Plant fiber|seven above-ground crops]] which can be [[farm]]ed and used to produce cloth, with each cloth produced requiring one plant thread. All of these are processed at a [[farmer's workshop]] before being brought to the loom for weaving.
 
 
===Yarn===
 
[[Sheep]], [[llama]]s, and [[alpaca]]s can be sheared for their wool at a [[farmer's workshop]], which can then be processed at a loom into cloth. Alternatively, [[butcher]]ing these creatures will produce wool as one of its products. Although [[troll]]s are also woolly, dwarves can neither shear nor butcher them, because only tame trolls are shearable. With mods, trolls even shear themselves.
 
 
==Trade==
 
Cloth is a common trade good brought by all [[civilization]]s, particularly if your fortress is running low on clothing. [[Elf|Elves]] tend to bring [[rope reed]] cloth, [[human]]s bring [[wool]], and [[dwarf|dwarves]] bring [[pig tail]]. It is entirely possible to run your clothing industry off of the cloth imports brought by these [[caravan]]s, but it can be rather expensive.
 
 
==Storage==
 
Normally, cloth will be stored in designated cloth [[stockpile]]s, with multiple units of cloth fitting into [[bin]]s if any are available. [[Hospital]]s will instead store cloth in [[chest]]s or [[bag]]s if you build those within its boundaries, though you may instead use cloth stockpiles if you prefer.
 
 
{{Minorspoiler}}
 
 
Additionally, you may also make cloth by weaving [[adamantine]] thread. However, this is generally seen as a wasteful practice; adamantine clothing wears out just as quickly as mundane clothing, while adamantine wound dressings offer no additional health benefits.
 
[[File:cloth_colors.jpg|thumb|300px|center|Cloth of many colors.]]
 
 
{{Category|Materials}}
 
{{Category|Materials}}
[[ru:Cloth]]
 

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