Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Clothing Industry newb  (Read 1068 times)

Hannibal Barcalounger

  • Bay Watcher
  • The Armchair General
    • View Profile
Clothing Industry newb
« on: October 16, 2011, 01:52:46 am »

I've never had much of a textiles setup in past games. But this fort has survived long enough that some of my original 7 are walking around in tattered rags and I guess I ought to do something about it. I'm not really sure where to start though.

Should I trade with caravans to get some sheep or other shearable animals? How big of a pig tail plot would I need to keep my 100 or so colonists fully attired in the latest fashions? Do people ignore shearing and plants and just operate on what the caravans bring?

Also, when do dwarfs pick up new clothes? Once something becomes tattered, or when there's a higher-quality item available? Is there a way to encourage dwarves to discard tattered items in a particular place to make disposing of it easier on me?

If my military uniforms only specify leather and metal pieces, will militia dwarves fill in with cloth pieces as they see fit, or discard the cloth when it's tattered?
Logged
Days of frantic effort can save you hours of careful planning.

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: Clothing Industry newb
« Reply #1 on: October 16, 2011, 01:55:15 am »

Making new clothing is basically useless right now as far as I know. Dwarves never really put the clothes on I think, they just drop it in their room when they get one.

cdrcjsn

  • Bay Watcher
  • My name is Cedric
    • View Profile
    • Familiar Ground, fantasy comedy from a familiar point of view.
Re: Clothing Industry newb
« Reply #2 on: October 16, 2011, 02:49:32 am »

There's a work around where you assign everyone to military squads and create a cloth uniform.

Actually, it's a good idea to do that anyway so you can give everyone a bone helm or some other cheap headgear.
Logged
Check out my comic!
http://www.familiar-ground.com
Fantasy Comedy.  Familiar Point of View.

Thatdude

  • Bay Watcher
    • View Profile
Re: Clothing Industry newb
« Reply #3 on: October 16, 2011, 03:02:24 am »

To answer your questions, you only need a smallish plot of pig tails to grow enough for a large amount. Especially if you supplement it with the occasional box of cloth from the odd caravan. Getting shearable animals in my opinion isn't as efficient as just farming because farming is MUCH faster and MUCH more productive, especially with legendary farmers. You can just use cloth from the caravans, especially if you encourage the elves as their sissy hippy minds think it's their most valuable trade good, and so if you actually pay them anything, the amount they bring will increase exponentially.

As others have said, dwarves never pick up new clothes. That might be something in the next version if not, it'll be coming "soontm". All dwarves do throw away old clothes though, so any fort living more than 10 years ends up as a nudist fort.

If military only specify leather or metal armour, even if they are set to 'partial matches' they will only pick up proper armour. So wont pick up clothes.
Logged

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Clothing Industry newb
« Reply #4 on: October 16, 2011, 03:08:44 am »

I usually do a 10x10 plot of rope reed and another 10x10 of blade weed, because these can be grown year-round without interruption.  Then forbid both of these from your main food stockpile to avoid clogging.  Start with a few dozen/hundred bags and one quern, farmer's shop, loom, and craft shop.  Set plant processing, milling, dying, looming, and crafts on repeat, and very soon you'll have a fort overflowing with valuable cloth crafts.

This can, obviously, be modified to allow mass tunic and shoe production, so that any dwarf with the related military uniform will wear them.  To avoid the issue of clothing being claimed but never worn, I usually just periodically magma purge the clothier's shop.  You lose some value, but meh, it's not like the stuff isn't infinite!

This is also very fun because you can have caravans that take 2 years to load every individual cloth craft that you sold them!

Hannibal Barcalounger

  • Bay Watcher
  • The Armchair General
    • View Profile
Re: Clothing Industry newb
« Reply #5 on: October 16, 2011, 03:17:48 am »

10x10 farm plot? Good lord. I've been feeding my whole fortress on less than 40 tiles of plump helmets and the like. (Well, that, and a LOT of Forgotten Beast meat/tallow.)

If I go ahead and give everyone a "uniform" of basic leather armor and leftover metal stuff, is there any actual benefit to supplying them with cloth or silk garments as well? Can you get happy thoughts from silk garments, or from high-quality ones (regardless of type)?
« Last Edit: October 16, 2011, 03:30:48 am by Hannibal Barcalounger »
Logged
Days of frantic effort can save you hours of careful planning.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Clothing Industry newb
« Reply #6 on: October 16, 2011, 03:22:09 am »

Yeah, it's overkill, but a bit of stockpile control and it means that you always have enough stuff.  Plus I usually end up splitting them into strawberries and prickle berries and other stuff once I've got raw plants stocked.

peskyninja

  • Bay Watcher
  • Natural de-selector
    • View Profile
Re: Clothing Industry newb
« Reply #7 on: October 16, 2011, 06:18:29 am »

Something very very very strange happened to me yesterday, I just finished of dispatching the liason and he said he would pay a lot for shoes, so i ordered 60 shoes to be made, after they were finished and the caravan arrived I ordered the bins to be brought to the depot but I've noticed 1 problem
there were only 12 shoes, and my mandate was finished, so I proceed to take a look on a kid (v) and i discover she's wearing:
 +<<+pig tail shoes+>>+.
After taking a look on the entire fort I reached a  conclusion: dwarfs claimed the shoes and weared them.




Spoiler (click to show/hide)
Logged
Burn the land and boil the sea. You can't take the sky from me

Thou son of a b*tch wilt not ever make subjects of Christian sons; we have no fear of your army, by land and by sea we will battle with thee, f**k thy mother.

IT 000

  • Bay Watcher
  • Strange Mood
    • View Profile
Re: Clothing Industry newb
« Reply #8 on: October 16, 2011, 06:38:40 am »

Pics? I'd love to see this  :D
Logged

***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

peskyninja

  • Bay Watcher
  • Natural de-selector
    • View Profile
Re: Clothing Industry newb
« Reply #9 on: October 16, 2011, 07:11:33 am »

Sorry just checked again,they're all in   the middle of the childs room.(40 shoes) :'( :'( :'( :'(
Logged
Burn the land and boil the sea. You can't take the sky from me

Thou son of a b*tch wilt not ever make subjects of Christian sons; we have no fear of your army, by land and by sea we will battle with thee, f**k thy mother.

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: Clothing Industry newb
« Reply #10 on: October 16, 2011, 08:52:19 am »

DFhack is your friend. You'll need to confiscate everything to get rid of owned clothes that are still new, which might or might not cause problems with military food (so far they're still just carrying the stuff in their backpacks. I don't know if I'll need to do anything about that).
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

ASCIt

  • Bay Watcher
  • ._.
    • View Profile
Re: Clothing Industry newb
« Reply #11 on: October 16, 2011, 09:48:17 am »

10x10 farm plot? Good lord. I've been feeding my whole fortress on less than 40 tiles of plump helmets and the like. (Well, that, and a LOT of Forgotten Beast meat/tallow.)

If I go ahead and give everyone a "uniform" of basic leather armor and leftover metal stuff, is there any actual benefit to supplying them with cloth or silk garments as well? Can you get happy thoughts from silk garments, or from high-quality ones (regardless of type)?

Wait, does that make me weird, even by DF standards? I always dig out 6 10x10 farm plots on embark and set each to a different underground plant... Then I usually end up setting one for each above-ground crop and channeling out above them to expose them to the light.
Logged
This is a very dorfy thread, and you WILL read it.

Prixel

  • Bay Watcher
    • View Profile
Re: Clothing Industry newb
« Reply #12 on: October 16, 2011, 01:25:56 pm »

I usually try that, as  run out of food after a year of having a 12x12 farm plots.

?_?
Logged

Gizogin

  • Bay Watcher
  • [EVIL][RAWMANCER]
    • View Profile
Re: Clothing Industry newb
« Reply #13 on: October 16, 2011, 01:30:29 pm »

I have never needed more than a 4x4 plot for each type of plant...
I used to go with 10x10, but my current fort with just 4x4 plots has OVER FIVE THOUSAAAAAAAAAAND surplus plants, so I shut them all down for a while.
Logged
Quote from: franti
"Let's expose our military to zombie-dust so they can't feel pain. They don't NEED skin."
Quote from: Ipwnurmom221
One FB post. Many dick jokes. Pokemon. !!VOLCANO!!. Dwarven mood thingee. Derailment itself. Girlinhat's hat. Cuba. Karl Marx. This is why i love Bay12 forums.
The rest of my sig.
Fear the fluffballs

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Clothing Industry newb
« Reply #14 on: October 16, 2011, 02:13:51 pm »

One slightly odd way to solve the clothing claiming issue is to make everything into armor via modding.  It never decays and cannot be claimed.  I've also found dwarves without private rooms claim things far less frequently.