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 (Bot: Adding {{av}})
m (Fixing in-namespace links)
Line 1: Line 1:
 
{{av}}
 
{{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]].)''
+
There are two plants and three types of {{l|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 {{l|bag}}s, {{l|clothing}}, {{l|Restraint|rope}} or {{l|craft}}s. ''(For a full discussion of the process and possibilities, see {{l|clothing industry}}.)''
  
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.
+
A {{l|dwarf}} with the {{l|thresher}} {{l|labor}} enabled can process plants (either {{l|rope reed}}s or {{l|pig tail}}s) into '''thread''' at a {{l|farmer's workshop}} with the "Process Plants" job order.  With a {{l|loom}}, any dwarf with the {{l|weaver}} {{l|labor}} enabled will ''automatically'' collect any spider* {{l|silk}} {{l|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. 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]].
+
:''(* {{l|cave spider|cave}}, {{l|Phantom spider|phantom}} and {{l|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 {{l|fun}}.
  
 
Auto-collection of webs can be toggled off/on with with {{k|o}}, {{k|W}}, {{k|w}} - in the {{k|o}}rders menu, under {{k|W}}orkshops, auto-collect {{k|w}}ebs.
 
Auto-collection of webs can be toggled off/on with 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 {{l|quality}} modifier, but a higher {{l|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 [[dye]]d at a [[dyer's shop]], but finished goods and [[clothing]] cannot be dyed.
+
'''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 {{l|loom}} and, by default*, any available {{l|thread}} is woven into cloth by an available {{l|weaver}} automatically.  Cloth and thread may be {{l|dye}}d at a {{l|dyer's shop}}, but finished goods and {{l|clothing}} cannot be dyed.
 
:''(* This can be toggled off/on with {{k|o}}, {{k|W}}, {{k|l}} - in the {{k|o}}rders menu, under {{k|W}}orkshops, auto-{{k|l}}oom on/off.)''
 
:''(* This can be toggled off/on with {{k|o}}, {{k|W}}, {{k|l}} - in the {{k|o}}rders menu, under {{k|W}}orkshops, auto-{{k|l}}oom on/off.)''
  
Unlike most intermediate materials, [[cloth]] has [[quality]] values. Higher [[skill|ranks]] in the [[weaver]] skill increases value of the cloth produced, and also any items produced from that cloth.
+
Unlike most intermediate materials, {{l|cloth}} has {{l|quality}} values. Higher {{l|skill|ranks}} in the {{l|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.
+
The "sew cloth image" command at a clothier's shop can be used to {{l|decorate}} a clothing object with thread.
  
Foreign merchants, particularly [[elves]], tend to sell decent amounts of both [[dye]]d and un-dyed thread and cloth, though always of base quality.
+
Foreign merchants, particularly {{l|elves}}, tend to sell decent amounts of both {{l|dye}}d and un-dyed thread and cloth, though always of base quality.
  
 
==See also==
 
==See also==
*[[The clothing industry]]
+
*{{l|The clothing industry}}
  
 
[[Category:Materials]]
 
[[Category:Materials]]

Revision as of 20:07, 2 April 2010

This article is about an older version of DF.

There are two plants and three types of Template:Ls 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 Template:Ls, Template:L, Template:L or Template:Ls. (For a full discussion of the process and possibilities, see Template:L.)

A Template:L with the Template:L Template:L enabled can process plants (either Template:Ls or Template:Ls) into thread at a Template:L with the "Process Plants" job order. With a Template:L, any dwarf with the Template:L Template:L enabled will automatically collect any spider* Template:L Template:Ls 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.

(* Template:L, Template:L and Template:L 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 Template:L.

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

Thread has no Template:L modifier, but a higher Template:L 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 Template:L and, by default*, any available Template:L is woven into cloth by an available Template:L automatically. Cloth and thread may be Template:Ld at a Template:L, but finished goods and Template:L 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, Template:L has Template:L values. Higher Template:L in the Template:L 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 Template:L a clothing object with thread.

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

See also