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Editing v0.34:Textile industry

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The '''textile industry''' involves making [[thread]], [[cloth]], [[clothing]], [[bag]]s, [[rope]]s and [[craft]]s out of [[plant fiber]], [[silk]], [[wool]], and, to a limited extent, [[hair]]. A textile industry is one way to keep your dwarves clothed and happy (their starting clothing will slowly [[wear]] away, and high-value replacements boost happiness), and can be a very lucrative option as a [[wealth]] industry, especially if the goods are high quality. The best choice for textile trade goods are dresses and robes because they have the highest base [[value]]. A textile industry is also important for healthcare: cloth and thread are needed for bandages and suturing respectively, although the necessary materials can normally be acquired via [[caravan]]s too.
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The '''textile industry''' involves making [[clothing]], [[bag]]s, [[rope]]s, and related [[craft]]s out of [[plant fiber]], [[silk]], [[wool]], and, to a limited extent, [[hair]]. A textile industry is required in the long run to keep your dwarves clothed and happy (as their starting clothing will slowly [[wear]] away), and can be a very lucrative option as a wealth industry, especially if the goods are dyed and sewn with images as well. Common choices for textile trade goods are gloves, mittens, shoes and socks at a [[clothier's shop]] because they are made in pairs or cloth crafts at a [[craftsdwarf's workshop]]. A textile industry is also important for healthcare because cloth and thread are needed for bandages and suturing respectively, although the necessary materials can normally be acquired via [[caravan]]s too.
  
See also the [[Leather#Leather industry|leather industry]], which can provide an alternative source of clothing.
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See also the [[Leather#Leather industry|leather industry]], which produces similar but less valuable goods.
  
 
==Basic materials==
 
==Basic materials==
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The easiest way to feed your fortress is with subsurface farming, and consequentially the easiest way to establish a textile industry is with underground [[crop]]s. The first of these are [[pig tail]]s, which can be either [[brew]]ed or made into [[thread]] by a thresher. Pig tails can be grown in the summer and in the autumn. The second are [[dimple cup]]s, which grow in all [[season]]s and can be milled into blue dimple [[dye]].
 
The easiest way to feed your fortress is with subsurface farming, and consequentially the easiest way to establish a textile industry is with underground [[crop]]s. The first of these are [[pig tail]]s, which can be either [[brew]]ed or made into [[thread]] by a thresher. Pig tails can be grown in the summer and in the autumn. The second are [[dimple cup]]s, which grow in all [[season]]s and can be milled into blue dimple [[dye]].
  
[[Farming#Above Ground Farming|Above ground]] crops are a more varied and, in some cases, valuable commodity. However, they are more difficult to establish, as you must rely on plants [[plant gathering|gathered]] on your map or [[seed]]s and plants brought in by human and elven [[caravan]]s. They do have the advantage of growing in all seasons. The counterpart to pig tails underground is [[rope reed]] above ground, a widely distributed crop that can similarly be brewed or processed into thread. [[Blade weed]] is similarly widely available and can be used to make emerald dye, as is [[hide root]], used to make redroot dye (at half the value of the others). The highest-value and most difficult to acquire dye is [[sliver barb]], a black dye-producing crop that only grows in [[evil]] areas; it is never available from caravans or from embark, and must be pulled from the earth itself via plant gathering, often under the risk posed by [[weather|evil weather]].
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[[Farming#Above Ground Farming|Above ground]] crops are a more varied and, in many cases, valuable commodity. However, they are more difficult to establish, as you must rely on plants [[plant gathering|gathered]] on your map or [[seed]]s brought in by human and elven [[caravan]]s, but they do have the advantage of growing in all seasons. The counterpart to pig tails underground is [[rope reed]] above ground, a widely distributed crop that can similarly be brewed or processed into thread. [[Blade weed]] is similarly widely available and can be used to make emerald dye, as is [[hide root]], used to make redroot dye (at half the value of the others). The highest-value and most difficult to acquire dye is [[sliver barb]], a black dye-producing crop that only grows in [[evil]] areas; it is never available from caravans or from embark, and must be pulled from the earth itself via plant gathering, often under the risk posed by [[weather|evil weather]].
  
 
===Wool and hair===
 
===Wool and hair===
[[Wool]] is a textile material obtainable by [[shearing]] one of a small number of creatures at a [[farmer's workshop]]: [[sheep]], [[llama]]s, and [[alpaca]]s. These animals can be sheared once every few months; as they also produce [[milk]], they are versatile animals that can supplement your textile industry. There is currently a bug that causes only one thread to be created from a stack of wool. [[Troll]]s can also be sheared by their master [[goblin]]s, explaining how many goblin thieves and besiegers come dressed in troll fur items that are fully wearable but cannot be otherwise obtained.
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[[Wool]] is a textile material obtainable by [[shearing]] one of a small number of creatures at a [[farmer's workshop]]: [[sheep]], [[llama]]s, and [[alpaca]]s. These animals can be sheared once every few months; as they also produce [[milk]], they are extremely versatile animals that can supplement or even support your textile industry. There is currently a bug that causes only one thread to be created from a stack of wool. [[Troll]]s can also be sheared by their master [[goblin]]s, explaining how many goblin thieves and besiegers come dressed in troll fur items that are fully wearable but cannot be otherwise obtained.
  
[[Hair]] is another textile material that comes from animals, but is only obtained by [[butcher]]ing certain animals such as [[horse]]s, [[yak]]s and [[grizzly bear]]s, as a byproduct of the [[meat industry]]. Hair is quite limited; it can only be made into (dyeable) [[thread]], and cannot be made into proper cloth or clothing. As such, it is mostly useful as cheap [[suturing]] material for dwarven [[healthcare]].
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[[Hair]] is another textile material that comes from animals, but it is obtained by [[butcher]]ing certain hairy animals such as [[horse]]s and [[yak]]s, as a byproduct of the [[meat industry]]. Hair is the most limited of the weaving materials, as it can only be made into dyeable [[thread]], and cannot be made into proper clothing. As such, it is mostly useful as cheap [[suturing]] material for dwarven [[healthcare]].
 
 
Wool has only half the value of crop based thread. The same goes for hair of the more common and domestic animals, but the increasingly wild and rare animals listed under '[[Value#Material_multipliers]] - animals' have more valuable hair.
 
  
 
===Silk===
 
===Silk===
Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, [[brown recluse spider]]s, and [[giant cave spider]]s. The first three kinds of spiders are [[vermin]] that will leave behind [[web]]s in the fortress or forests, which can be collected by the automatic "collect webs" job at a [[loom]]. This silk is worth half as much (6☼) as plant based textile. The vermin spiders can bite dwarves and although their bites are non-lethal, the dwarf in question will be very woozy for a while afterwards. Note that [[cat]]s kill spiders mercilessly, so if you want to use them for textiles, "vermin breeding chambers", or at the very least locking up your cats, are necessary precautions.
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Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, [[brown recluse spider]]s, and [[giant cave spider]]s. The first three kinds of spiders are [[vermin]] that will leave [[web]]s lying around your fortress, which can be collected by the automatic "collect webs" job at a [[loom]]. These spiders can bite dwarves, however, and although their bites are non-lethal, the dwarf in question will be very woozy for a while afterwards. Note that [[cat]]s kill spiders mercilessly, so if you want to use them for textiles, "vermin breeding chambers", or at the very least locking up your cats, are necessary precautions.
  
 
[[Giant cave spider]]s, on the other hand, are extremely dangerous creatures, as they are the size of grizzly bears, do not feel pain, and can shoot webbing at any helpless dwarf who happens to be nearby. They reside in the caverns, and their webs can only be collected "in the wild" at extreme hazard, requiring significant military escort if you want your dwarf to return alive; it might be a good idea to change [[standing orders]] to ignore webs until you can clear out the caverns or otherwise provide an escort.
 
[[Giant cave spider]]s, on the other hand, are extremely dangerous creatures, as they are the size of grizzly bears, do not feel pain, and can shoot webbing at any helpless dwarf who happens to be nearby. They reside in the caverns, and their webs can only be collected "in the wild" at extreme hazard, requiring significant military escort if you want your dwarf to return alive; it might be a good idea to change [[standing orders]] to ignore webs until you can clear out the caverns or otherwise provide an escort.
  
Giant cave spider silk thread (and what you produce from it) is worth only twice as much (24☼) as easily available pig tail thread (12☼). For low-quality production, skillful dyeing adds more value than a better material (a no-quality dye adds 20☼, masterful dyeing adds 240☼ to the value). Note, however that the material multiplier is incorporated into the thread, cloth, and finished good values; the actual difference in final value for a masterful robe is up to 1052☼. This makes giant cave spider [[silk farming]] a lucrative project once your textile industry matures.
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Giant cave spider silk thread sadly is worth only twice as much (24) as easily available pig tail thread (12) and this difference pales even more when adding skillful dyeing (a no-quality dye adds 20, masterful dyeing add 240 to the value). The high risk of getting at some, combined with its irregularity and the fact that it usually can be acquired by trading, makes one wonder if it is worth it at all.
  
 
===Trading and gathering===
 
===Trading and gathering===
The raw materials for a textile industry can be acquired via trading, as caravans bring large amounts of [[cloth]] and some thread, dye, and finished clothing, and can bring more if you ask. If you have the wealth for it, you can simply buy caravan cloth in bulk and then refine it to your needs. Caravan trading is enough to clothe even the largest fortress in adequate clothing, but you shouldn't rely on it for wealth. One can also gather the necessary plants from above ground, but this has a low overall yield, depends heavily on where you embarked, and is unpredictable.
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The raw materials for a textile industry can be acquired via trading, as caravans bring large amounts of [[cloth]] and some thread, dye, and finished clothing, and can bring more if you ask. If you have the wealth for it, you can simply buy caravan cloth in bulk and then refine it to your needs. Caravan trading is enough to clothe even the largest fortress in fine clothing, but you shouldn't rely on it for wealth. One can also gather the necessary plants from above ground, but this has a low overall yield, depends heavily on where you embarked, and is unpredictable.
  
 
==Thread==
 
==Thread==
Once you have the basic materials, you are ready to process them into thread. Crops, wool, and hair use two [[job]]s under [[plant processing]] at a [[farmer's workshop]]: you either {{k|p}}rocess the pig tails or rope reed, or {{k|S}}pin the wool or hair. Making thread out of silk is done in one step: if there are spider webs on the map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread. Note, however, that this applies to giant cave spider silk as well, and that collecting it benefits from military protection.
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Once you have the basic materials, you are ready to process them into thread. Crops, wool, and hair use two [[job]]s under [[plant processing]] at a [[farmer's workshop]]: you either {{k|p}}rocess the pig tails or rope reed, or {{k|S}}pin the wool or hair. Making thread out of silk is easier - if there are spider webs on the map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread. Note, however, that this applies to giant cave spider silk as well, and that collecting it benefits from military protection.
  
 
Thread can be [[Dye|dyed]], which increases its value as well as the value of anything woven from it (cloth can also be dyed directly, see below). Thread's primary use is for [[suturing]] at a hospital, and for decorating finished clothing - otherwise it is an intermediate good that needs to be woven into cloth and, finally, the finished product. For animal hair, though, thread itself is the finished product.
 
Thread can be [[Dye|dyed]], which increases its value as well as the value of anything woven from it (cloth can also be dyed directly, see below). Thread's primary use is for [[suturing]] at a hospital, and for decorating finished clothing - otherwise it is an intermediate good that needs to be woven into cloth and, finally, the finished product. For animal hair, though, thread itself is the finished product.
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==Clothes and cloth goods==
 
==Clothes and cloth goods==
Once the thread is sewn into cloth, it can be put to use by a [[clothier]] at a [[clothier's shop]] to create [[clothes]], the usual end product for the textile industry. Clothing is required for a mature fortress, as clothes will eventually [[wear]] away, and necessitate replacement; a highly skilled clothesmaker is a boon for any fortress.
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Once the thread is sewn into cloth, it can be put to use by a [[clothier]] at a [[clothier's shop]] to create [[clothes]], the usual end product for the textile industry. Clothing is required for a mature fortress, as clothes will eventually [[wear]] away, and necessitate replacement; a highly-skilled clothesmaker is a boon for any fortress.
  
Even [[wear|worn]] clothing can still fetch a hefty price--1/2 to 3/4 its original value--and your dwarves will make sure there is an abundant supply. A high-quality textile industry provides sufficient value to purchase the entire caravan using only cast-off clothing.
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If you plan to use clothing for trading, you can increase its value by sewing images onto it.  Items that are [[decorate]]d in this manner are considered local for purposes of trade offerings and, depending on the quality of the decoration, can add significant value to an item.
 
 
If you plan to use clothing for trading, you can moderately increase its value by sewing images onto it.  Items that are [[decorate]]d in this manner are considered local for purposes of trade offerings and, depending on the quality of the decoration, an image can add significant value to an item. Note, however, that is generally more profitable to create a second piece of clothing than to decorate an existing one.
 
  
 
Although clothes are the main good, the clothier's shop can also produce [[rope]]s and [[bag]]s. Both can be made elsewhere, by the [[metal industry]] and by the [[leather|leather industry]] respectively, but if you have the raw resources, why not here? Ropes are necessary for [[restraint]]s, [[traction bench]]es, and [[well]]s, and [[bag]]s are used to store seeds, milling products, and powders (including dye), as well as [[sand]] for the [[glass industry]].
 
Although clothes are the main good, the clothier's shop can also produce [[rope]]s and [[bag]]s. Both can be made elsewhere, by the [[metal industry]] and by the [[leather|leather industry]] respectively, but if you have the raw resources, why not here? Ropes are necessary for [[restraint]]s, [[traction bench]]es, and [[well]]s, and [[bag]]s are used to store seeds, milling products, and powders (including dye), as well as [[sand]] for the [[glass industry]].
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==Dyeing==
 
==Dyeing==
Dyeing an object is not necessary in the sense that dwarves do not demand colorful clothes, but it is an easy way to greatly increase its [[value]] if you have a skilled [[dyer]]. Both thread and cloth can be dyed, but dyed objects cannot be redyed - the coloration is permanent.
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Dyeing an object is not strictly necessary (as dwarves do not mind how well-made their clothes are, so long as they have them), but useful because it is an easy way to greatly increase its [[value]]. Both thread and cloth can be dyed, but dyed objects cannot be redyed - the coloration is permanent.
 
 
Once you have harvested dye plants (which are described in basic materials, above), you are ready to [[miller|mill]] them at a [[millstone]] or [[quern]]. Note that this requires an empty [[bag]] into which the dye will be deposited. Each plant that is processed into dye creates 1 unit of dye, which is enough to dye 1 unit of thread or cloth. A single bag will hold the entire "stack" of dye, regardless of how big the stack of plants was.
 
 
 
Dye can then be applied at a [[dyer's shop]] by a [[dyer]].
 
 
 
==[[Value]]==
 
Clothes and cloth goods can have many modifiers, so it can be difficult to determine exactly how to produce the most valuable goods. Despite their complexity, cloth goods follow many of the same rules for [[item value]] calculations as other goods. Notably, the cloth, thread, and embroidery are calculated like [[decoration]]s, while dyes are just added directly. The specific formula for a cloth item's value is as follows:
 
 
 
{| style="text-align:center"
 
| item
 
|
 
| {{tc|green|cloth}}
 
|
 
| {{tc|red|thread}}
 
|-
 
|(item type * material * item quality)
 
| +
 
|{{tc|green|(decoration * material * cloth_quality)}}
 
| +
 
|{{tc|red|(decoration * material)}}
 
|}
 
 
 
For dyed items, add
 
 
 
{{tc|blue|(powder * dye_material * dye_quality)}}
 
 
 
For embroidered items, add
 
 
 
{{tc|purple|(decoration * embroider_material * embroider_quality) + (powder * dye_material * dye_quality)}}
 
 
 
(The quality of the embroidered cloth has no effect on the value.)
 
 
 
The formula is quite complicated, so use this example.
 
 
 
 
 
''This is an '''exceptional''' pig tail fiber cloak. It is made from '''pig tail''' fiber cloth. The thread is midnight blue, '''superbly''' colored with '''dimple dye'''. On the item is an '''exceptionally''' designed image of waves in rope reed fiber by Urist McClothier. It is made from well-crafted '''rope reed''' fiber cloth. The thread is emerald '''exceptionally''' colored with '''emerald dye'''.''
 
 
 
 
 
First, the item value:
 
 
 
(item type * material * item quality)
 
 
 
('''cloak''' * '''pig tail''' * '''exceptional''')
 
 
 
(('''26''' * '''2''' * '''5''')
 
 
 
= '''260'''
 
 
 
 
 
Next, add the cloth quality of the item (ignore cloth quality on embroidery):
 
 
 
{{tc|green|(decoration * material * cloth_quality)}}
 
 
 
{{tc|green|('''decoration''' * '''pig tail''' * '''normal''')}}
 
 
 
{{tc|green|('''10''' * '''2''' * '''1''')}}
 
 
 
= {{tc|green|'''20'''}}
 
 
 
 
 
Next, add the thread value of the item (ignore any embroidered thread):
 
 
 
{{tc|red|(decoration * material)}}
 
 
 
{{tc|red|('''decoration''' * '''pig tail''')}}
 
 
 
{{tc|red|('''10''' * '''2''')}}
 
 
 
= {{tc|red|'''20'''}}
 
 
 
Then the item's dye value is added (ignore any dyed embroidery):
 
 
 
{{tc|blue|(powder * dye_material * dye_quality)}}
 
 
 
{{tc|blue|('''powder''' * '''dimple dye''' * '''superb''')}}
 
 
 
{{tc|blue|('''1''' * '''20''' * '''4''')}}
 
 
 
= {{tc|blue|'''80'''}}
 
 
 
Lastly, the embroidery:
 
 
 
{{tc|purple|(decoration * embroider_material * embroider_quality) + (powder * dye_material * dye_quality)}}
 
 
 
{{tc|purple|('''decoration''' * '''rope reed''' * '''exceptional''') + ('''powder''' * '''emerald dye''' * '''exceptional''')}}
 
 
 
{{tc|purple|('''10''' * '''2''' * '''5''') + ('''1''' * '''20''' * '''5''')}}
 
 
 
= {{tc|purple|'''200'''}}
 
 
 
 
 
So the total value of this item would be:
 
 
 
260 + {{tc|green|20}} + {{tc|red|20}} + {{tc|blue|80}} + {{tc|purple|200}}
 
 
 
= '''580'''
 
  
Theoretically, the most valuable non-artifact/non-adamantine clothing item is worth '''3064'''. It would  be a masterful giant cave spider silk robe, made from masterful giant cave spider silk cloth masterfully dyed with dimple/silver/emerald dye. It would be worth 2344: ((33 * 4 * 12) + (10 * 4 * 12) + (10 * 4) + (1 * 20 * 12). The embroidery would be masterfully designed using masterfully-dyed giant cave spider silk cloth, adding 720: (10 * 4 * 12) + (1 * 20 * 12). Note, however, that the second piece of cloth would have likely been worth more as a second robe than as a decoration on the first.
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Once you have harvested the plants (which ones are described in basic materials, above), you are ready to [[miller|mill]] them at a [[millstone]] or [[quern]]. Note that this requires an empty [[bag]] into which the dye will be deposited. Dye can then be applied at a [[dyer's shop]] by a [[dyer]]; the value boost is significant, and a well-dyed article of clothing increases in value significantly. One bag of dye can be used for several dyeing jobs.
  
 
==Industry management==
 
==Industry management==

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