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Author Topic: My VERY FIRSTEST Textile Industry! (with horrible working conditions)  (Read 2681 times)

Ravenplucker

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Hey everyone. I'm considering starting up my first textile industry. I was considering a kindof sweatshop production line. Each dorf would have access to his workshop (loom, clothier etc), his material and his product stockpiles.

The ones in square brackets and bold are stockpiles.

Grower <---> [PLANT] <----> Thresher <----> [THREAD] <----> Weaver <----> [CLOTH] <----> Clothier <----> [TRADE DEPOT]

Of course, none of them can leave their workstations. They will each have a small bed and a pool of water. Food will be dropped in from above.

Any recommendations? Hints? Advice?

 :D
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Exiledhero99

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #1 on: December 05, 2010, 10:08:07 am »

Just one bit of advice: use new migrants. They never have friends when they come in and if your going to be giving them as bad of working conditions as I think you are, your not going to want them dorfs to have loved ones bitching when they throw tantrums.
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If you hit a dwarf with moving water with sufficient strength it will knock the baby out of the mother's arms.  The water can then be used to sweep the baby into a well or cistern for drowning.  The device which does this can also double as a mist generator.

twilightdusk

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #2 on: December 05, 2010, 10:56:14 am »

Don't forget to give them access to their supply stockpiles in addition to their output stockpiles.

Grower needs access to seeds and a place to put the plants
Thresher needs access to the plants and and a place to put the thread
Weaver needs access to the thread and a place to put the cloth
Clothier needs access to the cloth and a place to put the finished goods

Also keep in mind that while dwarves can live off of water, they prefer not to and it slows down their work. If you're dumping them food anyway, it's probably worth it to dump them alcohol as well. Or add a second grower to the equation who is in charge of supplying the other workers with food and drink.
« Last Edit: December 05, 2010, 11:00:04 am by twilightdusk »
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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."

slothen

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #3 on: December 05, 2010, 11:44:16 am »

don't forget DYE
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While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
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Xenos

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #4 on: December 05, 2010, 11:59:40 am »

don't forget DYE
This.  Also, try using leather to decorate the items (if you can)
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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.
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Aramco

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #5 on: December 05, 2010, 12:11:04 pm »

Just a suggestion-- build a magma dropper to punish any Dwarves who try to 'take breaks.'
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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".

Ravenplucker

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #6 on: December 05, 2010, 11:34:48 pm »

Don't forget to give them access to their supply stockpiles in addition to their output stockpiles.

Grower needs access to seeds and a place to put the plants
Thresher needs access to the plants and and a place to put the thread
Weaver needs access to the thread and a place to put the cloth
Clothier needs access to the cloth and a place to put the finished goods

Also keep in mind that while dwarves can live off of water, they prefer not to and it slows down their work. If you're dumping them food anyway, it's probably worth it to dump them alcohol as well. Or add a second grower to the equation who is in charge of supplying the other workers with food and drink.

It will all be connected in series. The stockpile where the product is placed is the same stockpile where the next dwarf gets his materials.

And woops, I forgot dye.

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

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #7 on: December 05, 2010, 11:37:35 pm »

Don't forget to give them access to their supply stockpiles in addition to their output stockpiles.

Grower needs access to seeds and a place to put the plants
Thresher needs access to the plants and and a place to put the thread
Weaver needs access to the thread and a place to put the cloth
Clothier needs access to the cloth and a place to put the finished goods

Also keep in mind that while dwarves can live off of water, they prefer not to and it slows down their work. If you're dumping them food anyway, it's probably worth it to dump them alcohol as well. Or add a second grower to the equation who is in charge of supplying the other workers with food and drink.

It will all be connected in series. The stockpile where the product is placed is the same stockpile where the next dwarf gets his materials.

And woops, I forgot dye.

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

HIGH TREASON. HERESY. TRAITOR.
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twilightdusk

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #8 on: December 05, 2010, 11:40:39 pm »

And woops, I forgot dye.

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

Fair enough I suppose, you might want to build a well for each of them just for the sake of expediency and good thoughts though. I'm assuming you're going to use above-ground farm plots so you can get cloth all year round? that gives you 2-3 choices of dye (Dependant on if silver barb is available). Add in a second chain of Farmer --> plant --> miller --> dye --> dyer --> apply dye to thread/cloth.
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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."

Frogwarrior

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #9 on: December 06, 2010, 12:11:21 am »

If you want, you can always have another dorf sew images onto everything. Every item can have at most one sewn image. This would also require you to possibly have a second dye line, since it means two units of dye per finished item.
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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

duckInferno

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #10 on: December 06, 2010, 12:32:55 am »

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

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HAHAHA YES MY EXPIDITION LEADER IS PARTYING WITH GHOSTS THIS IS THE BEST UPDATE EVER

Ravenplucker

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #11 on: December 06, 2010, 02:10:04 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?
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Xenos

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #12 on: December 06, 2010, 02:15:19 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? ???
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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]

Ravenplucker

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #13 on: December 06, 2010, 02:17:16 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.
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Xenos

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Re: My VERY FIRSTEST Textile Industry! (with horrible working conditions)
« Reply #14 on: December 06, 2010, 03:40:16 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.
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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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]
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