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:Clothing industry"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(→‎Sample Grow Plan: - done tweaking.)
Line 91: Line 91:
 
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 [[grower]]s 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.
 
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 [[grower]]s 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 value, and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.
+
Large fields, [[fertilizer]], and skilled [[grower]]s 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==
 
==See Also==

Revision as of 20:59, 26 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. Alternatively you can trade for thread directly.

In the farmer's workshop there are several options for processing plants: either to bag, barrel, vial, or normal. To create thread you want to select normal. The other options produce different products, such as dye and flour.

Cloth

Requires: A loom, a weaver, and some thread

By default any thread produced will be automatically woven at the loom. You may want to Set Workshop Orders 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
Required buildings
Sample Grow 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