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Author Topic: My VERY FIRSTEST Textile Industry! (with horrible working conditions)  (Read 2688 times)

Wiro

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #15 on: December 06, 2010, 10:48:46 am »

If you think I'm a heretic now, let me just say that all of my fortresses are built above ground  :D
But in a way it's more dwarfy, because it's so much more difficult.
I also embark on aquifers.

BACK ON TOPIC!

So if I'm dyeing twice, will that mean I will have to have a seperate branch diverging from the thread stockpile?
Dying really is only a parallel for a little bit so it is just Grower=>food=>miller=>different food=>dyer=>clothier/weaver

And why are you dying twice? ???

Dyeing the thread used to sew images onto the dyed clothing.

He'll have to do it unless the dyer can produce 2 dyed items while all others in the production line only produced 1 item. Which they probably don't.
Just dye all thread and set the loom to only weave dyed thread.  This way you only dye once and you can still have colorful images on items.
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Zrk2

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #16 on: December 06, 2010, 03:15:30 pm »

This is exactly the sort of !!SCIENCE!! America DF is built on! *applause*

I give this thread 4 beards out of 5.
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He's just keeping up with the Cardassians.

Deviled

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #17 on: December 06, 2010, 03:31:03 pm »

Fire those who complain, and name your fortress triangle shirt.

Also build your entire on this factory line principle.
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mrbobbyg

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #18 on: December 06, 2010, 03:53:18 pm »


[/quote]
Just dye all thread and set the loom to only weave dyed thread.  This way you only dye once and you can still have colorful images on items.
[/quote]


* mrbobbyg FACEPALM
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!!Elves!! would actually be kinda cool as a civ symbol.  !!Clowns!!, however, you get the impression they're on fire of their own free, malicious, evil, will.

Also, much scarier if literally clowns.

Aramco

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #19 on: December 06, 2010, 03:54:54 pm »

Fire those who complain, and name your fortress triangle shirt.

I think with a name like that, you are asking a fire imp to burn the fortress down.
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Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

Xenos

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #20 on: December 06, 2010, 04:12:32 pm »

If you think I'm a heretic now, let me just say that all of my fortresses are built above ground  :D
But in a way it's more dwarfy, because it's so much more difficult.
I also embark on aquifers.

BACK ON TOPIC!

So if I'm dyeing twice, will that mean I will have to have a seperate branch diverging from the thread stockpile?
Dying really is only a parallel for a little bit so it is just Grower=>food=>miller=>different food=>dyer=>clothier/weaver

And why are you dying twice? ???

Dyeing the thread used to sew images onto the dyed clothing.


Just dye all thread and set the loom to only weave dyed thread.  This way you only dye once and you can still have colorful images on items.
He'll have to do it unless the dyer can produce 2 dyed items while all others in the production line only produced 1 item. Which they probably don't.
Just have 2 dye plant tiles for every fiber tile.  And have two dyers.  (I think only one miller might be necessary, but if it turns into a bottle neck add another)  Also, can leather be added to cloth objects?
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This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
[DWARFINEERING]

Frogwarrior

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #21 on: December 06, 2010, 04:14:43 pm »

A Leatherworker can sew leather images. Those don't get the price boost for being well-dyed, though. And you can only have one image, either thread or leather.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Xenos

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #22 on: December 06, 2010, 04:20:35 pm »

A Leatherworker can sew leather images. Those don't get the price boost for being well-dyed, though. And you can only have one image, either thread or leather.
Ah okay thank you.  I was thinking along the lines of gem encrustation where i could make cloaks that have a leather image, a dimple dye rope reed image, an emerald dye BCS silk image, a red rood cave spider silk image, and a sliver barb pigtail image.  It makes me sad that this is not the case D:

Well, that answers that.  Oh, but is there a difference in cloth or leather items for military use?  mainly for cloaks, hoods, mittens etc.  I want to know whether making a bunch of leather items would be more effective than plant fibre or silk fibre items.
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This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
[DWARFINEERING]

Rowanas

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #23 on: December 06, 2010, 04:33:35 pm »

And call me un-dwarfy if you wish, but I may have removed the alcohol_dependant tag from the raws...  ::)



STOLEN! I'm going to show my mates that. It'll make them laugh.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

twilightdusk

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #24 on: December 06, 2010, 05:10:13 pm »

Fire those who complain, and name your fortress triangle shirt.

Also build your entire on this factory line principle.

Make sure you have your magma-based industries a floor above this then.
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A man would see that as a difficult challenge.
An elf would see that and despair.
A dwarf would see that and say, "Bring it on."

Aramco

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #25 on: December 06, 2010, 05:16:17 pm »

Fire those who complain, and name your fortress triangle shirt.

Also build your entire on this factory line principle.

Make sure you have your magma-based industries a floor above this then.

Make sure to channel holes for optimal magma flow.
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Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

shadowform

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #26 on: December 06, 2010, 06:05:25 pm »

You're making this way too complicated.

If you have a prison colony set up, all you need is a big bridge to serve as a hatch to drop immigrants in through, a meeting zone on top of it, a bunch of coffins to stuff the bodies into, a 10-story deep drop shaft for food delivery, and another 10-story deep drop shaft for the prisoners to drop finished goods through.  Letting them socialize makes it that much more fun when they riot and the whole place turns into a bloody mess, until eventually after several waves of immigrants, one of them turns into a legendary wrestler, a veteran scarred by his many battles.

At which point he is judged worthy in the eyes of ARMOK and allowed to leave that hell to lead a unit of militia on the surface.
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Q: What do you get when you take 100 clear glass windows, 1000 silver bars, 6700 gold bars, and 18,000 marble blocks?

A: A very large wall.

"Alright, here's Helltooth... Harborfence... Urist, come get GenericBlade... and you. Welcome to the Danger Room. First timers get good ol' Ballswallowed. Have fun and try not to take off your own toe."

Ravenplucker

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #27 on: December 07, 2010, 11:20:18 pm »

You're making this way too complicated.

If you have a prison colony set up, all you need is a big bridge to serve as a hatch to drop immigrants in through, a meeting zone on top of it, a bunch of coffins to stuff the bodies into, a 10-story deep drop shaft for food delivery, and another 10-story deep drop shaft for the prisoners to drop finished goods through.  Letting them socialize makes it that much more fun when they riot and the whole place turns into a bloody mess, until eventually after several waves of immigrants, one of them turns into a legendary wrestler, a veteran scarred by his many battles.

At which point he is judged worthy in the eyes of ARMOK and allowed to leave that hell to lead a unit of militia on the surface.

Oh dear god yes!

A blood soaked pit where all undesirables are dropped in order to filter out the weak...

I am now an even worse person, I honestly can't thank you guys enough  :D
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