Dwarven Haberdasher LiteDownload at the link below!http://dffd.bay12games.com/file.php?id=11080This mod expands the textile industry. To install simply copy and replace the raw files into your raw directory.
Main DF folder --> raw folder --> objects folder --> copy and replace
Mostly this mod only adds stuff to the game. There are a couple things that are removed by this mod though. These are;
1. Cave wheat and sweet pods - simply because I added 8 new plants that do specific things in the mod (like dyes) so the plant list was pretty hefty. However, dwarf sugar and flour are still in. The only thing really lost is dwarf syrup, because dwarf glue is made through the process plants to barrel task.
2. Leather clothing and armor - I removed these because with the addition of clothing items and cloth armor the armor lists were very very long. This is a simple quality of life thing.
If these really are a hardship for you I can tell you how to put them back in. They are all simple changes.
What this mod adds -
3 new cloth types
Quilted - Equivalent to copper (valuable)
Leather Padded Quilt - Equivalent to iron (more valuable)
Laminated Quilt - Equivalent to steel (very valuable)
Cloth furniture
Cloth armor (built at the regular clothier workshop)
Expanded clothing (more options)
Carpets, rugs, and tile to jazz up your fortress (these are building materials so you could build a tent or drape carpets on your walls!)
Embroidery workshop to add decorations to your new cloth furniture and armor!
Somewhat complicated tech tree.
Expanded farming
8 different dyes (blue, green, teal, red, violet, white, black, and yellow), these dyes are made from edible/brewable mushrooms.
You can specify the dyes you want at a quern or mill.
New thread plant, cave moss.
Tower cap stalks to create wood. (this is mostly for wasteland/desert embarks, I started embarking in these places because of the tree bug. It is somewhat expensive to create wood this way. It is much easier to simply cut trees down.)
Mushroom cheese!
2 new domestic animals.
Cave tortoise (can be sheared for leather. If you are making a lot of padded or laminate cloth you will need a ton of leather)
Cave lynx (a trainable vermin hunter, good for spotting ambushes)
New weapons
Katana (sword skill)
Tonfa Baton (mace skill)
New shields
Scabbard (to go with the katana)
Tonfa Baton (to go with the... tonfa baton)
Alright so this is how the cloth system works.
1. 3 basic thread (plant, silk, or wool) makes quilted cloth, at the textile workshop.
2. 1 quilted cloth, 1 basic thread, and 1 leather get you leather padded quilt cloth, at the textile workshop.
3. From there a dye of your choice, mushroom glue (made from any of the 8 mushroom dye plants at the farming workshop via process plants to barrel), quilted cloth, 1 basic thread, and a leather padded quilt cloth get you a colored laminated cloth, at the dyers studio.
Both quilted and padded cloth can also be dyed at the dyers studio separately.
These colored cloths cannot be used to go further up the tech tree.
Only colored cloth can be used to make furniture, carpets, rugs, and tiles.
Armory workshop lets you create the special shields and laminar armor as well as some minor items. Laminar armor is a little better than steel.
Furniture workshop lets you create the cloth furniture.
Fletchers workshop creates bolts en masse. (uses metal bars and some textile items to create a stack of bolts, I made this mostly to combat the dwarves not picking up ammo and ammo stacking issues)
Note: Comments are welcome. This is my first minor mod release and I would appreciate feedback. Both positive and negative.
~Halnoth
change log
1.1 minor bug fixes