v50 Steam/Premium information for editors
  • 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.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Cloth"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m
 
(16 intermediate revisions by 9 users not shown)
Line 1: Line 1:
There are two plants and three types of [[web]]s that can be turned into '''thread'''.  Thread can then be spun into '''cloth''', which then can be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[Restraint|rope]] or [[craft]]s. ''(For a full discussion of the process and possibilities, see [[clothing industry]].)''
+
{{Quality|Superior|02:06, 8 July 2013 (UTC)}}
 +
{{av}}There are two plants and three types of [[web]]s that can be turned into '''thread'''.  Thread can then be spun into '''cloth''', which then can be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[Restraint|rope]] or [[craft]]s. ''(For a full discussion of the process and possibilities, see [[clothing industry]].)''
  
A [[dwarf]] with the [[thresher]] [[labour]] enabled can process plants (either [[rope reed]]s or [[pig tail]]s) into '''thread''' at a [[farmer's workshop]] with the "Process Plants" job order.  With a [[loom]], any dwarf with the [[weaver]] [[labour]] enabled will ''automatically'' collect any spider* [[silk]] [[web]]s that are on the ground, turning them into thread back at the loom. These 5 sub-types of thread, both the plant threads and silk, remain distinct and can be stockpiled separately.
+
A [[dwarf]] with the [[thresher]] [[labor]] enabled can process plants (either [[rope reed]]s or [[pig tail]]s) into '''thread''' at a [[farmer's workshop]] with the "Process Plants" job order.  With a [[loom]], any dwarf with the [[weaver]] [[labor]] enabled will ''automatically'' collect any spider* [[silk]] [[web]]s that are on the ground, turning them into thread. These 5 sub-types of thread, both the plant threads and silk, remain distinct and can be stockpiled separately.
:''(* [[cave spider|cave]], [[Phantom spider|phantom]] and [[Giant cave spider|giant]] spiders.)''
+
:''(* [[cave spider|cave]], [[Phantom spider|phantom]] and [[Giant cave spider|giant]] spiders. Note that collecting giant cave spider silk can be ''very'' dangerous - read up on them if you see their webs, and consider turning the auto-collect off until you are ready for that particular level of [[fun]].
 +
 
 +
Auto-collection of webs can be toggled off/on with {{k|o}}, {{k|W}}, {{k|w}} - in the {{k|o}}rders menu, under {{k|W}}orkshops, auto-collect {{k|w}}ebs.
  
 
Thread has no [[quality]] modifier, but a higher [[skill]] in will result in faster production of plant threads.
 
Thread has no [[quality]] modifier, but a higher [[skill]] in will result in faster production of plant threads.
Line 16: Line 19:
  
 
==See also==
 
==See also==
*[[The clothing industry]]
+
*[[Textile industry]]
  
[[Category:Materials]]
+
{{Category|Materials}}

Latest revision as of 20:07, 23 June 2017

This article is about an older version of DF.

There are two plants and three types of webs that can be turned into thread. Thread can then be spun into cloth, which then can be used to create a variety of textile products such as bags, clothing, rope or crafts. (For a full discussion of the process and possibilities, see clothing industry.)

A dwarf with the thresher labor enabled can process plants (either rope reeds or pig tails) into thread at a farmer's workshop with the "Process Plants" job order. With a loom, any dwarf with the weaver labor enabled will automatically collect any spider* silk webs that are on the ground, turning them into thread. These 5 sub-types of thread, both the plant threads and silk, remain distinct and can be stockpiled separately.

(* cave, phantom and giant spiders. Note that collecting giant cave spider silk can be very dangerous - read up on them if you see their webs, and consider turning the auto-collect off until you are ready for that particular level of fun.

Auto-collection of webs can be toggled off/on with o, W, w - in the orders menu, under Workshops, auto-collect webs.

Thread has no quality modifier, but a higher skill in will result in faster production of plant threads.

Cloth is made from any thread - rope reed thread will make rope reed cloth, phantom cave spider thread will make phantom cave spider cloth, etc. All cloth is made at a loom and, by default*, any available thread is woven into cloth by an available weaver automatically. Cloth and thread may be dyed at a dyer's shop, but finished goods and clothing cannot be dyed.

(* This can be toggled off/on with o, W, l - in the orders menu, under Workshops, auto-loom on/off.)

Unlike most intermediate materials, cloth has quality values. Higher ranks in the weaver skill increases value of the cloth produced, and also any items produced from that cloth.

The "sew cloth image" command at a clothier's shop can be used to decorate a clothing object with thread.

Foreign merchants, particularly elves, tend to sell decent amounts of both dyed and un-dyed thread and cloth, though always of base quality.

See also[edit]