Textile
Cet article est un guide rapide pour faire fonctionner une "industrie textile" auto-suffisante, qui inclus la fabrication de fil(thread), et du tissu soit de fibre végétale(plant fiber) soit de soie(silk), la teinture (dyeing) de ces produits, la fabrication de vêtements (clothing), de sacs (bags), de cordes (ropes), et d'artisanat (craft) en fibre végétale ou en soie, et des éléments de décoration en fils
Une industrie textile peut être une option très lucrative pour la création de biens commerciaux, en particulier si les biens sont en plus teints et brodés avec des images. Des choix cournts pour des biens commerciaux textiles sont des gants, de mitaines, des bottes et des chaussettes dans une échoppe de tailleur (clothier's shop) parce qu'ils sont fait par paires, ou de l'artisanat textile à un atelier d'artisanat nain (craftdwarf's workshop). Une industrie textile est également importante pour la santé car le tissu et le fil sont nécessaires pour les bandages et les sutures respectivement. Un autre produit utile est la corde, qui peut être utilisée pour les laisses, ou comme élément d'un puit ou d'un banc de traction, qui sont tous deux des objets importants. Les sacs sont également utiles pour un stockage compact des graines, et sont nécéssaires pour broyer des teintures et certains produits alimentaires. Les vêtements pourraient également procurer un peu de protection contre le froid et les dégats.Modèle:Verifier
Sommaire
Les plantes, la laine, ou la soie
nécéssite : une ferme, un fermier, et les graines appropriées
et/ou un tondeur(shearer), un atelier fermier(farmer's workshop), et un animal approprié
et/ou un tisseur(weaver), un [[métier à tisser))tondeur(loom), et un toile d'araignée
Il y a six cultures (crops) qui peuvent être cultivées et qui sont utilisées dans l'industrie textile (2 pour le tissu, 4 pour la teinture), et trois types de soie brute qui peuvent être récoltées avec des degrs divers de difficulté. Des cultures de plein-air peuvent être ramassées plutôt que cultivées, si vous ne vous souciez pas d'avoir des récoltes imprévisibles. Si vous avez la chance d’avoir es araignées sur votre carte, ou assez malchanceux pour avoir des araignées géante souterraines sur votre carte, vous pouvez produire des tissus de sois en plus des tissus en fibre végétales. SI vous préférez ne pas vous préoccuper de la création des matières premières, vous pouvez généralement echangez des fils et des teintures via le commerce
TRADUCTION EN COURS
Underground crops
- Pig tails are used to make thread, and can be grown in Summer and Autumn.
- Dimple cups are used to make dye, and can be grown all year round.
Above-ground crops
- Rope reed is used to make thread, and can be grown all year round.
- Hide root, sliver barb and blade weed can be used to make dye of various colour, and can be grown all year round.
Wool
- Wool is obtained by shearing a sheep, llama, or alpaca. A Farmer's workshop is required as well as a dwarf with the Shearing job enabled.
Silk
- Raw silk is harvested from spider webs created by phantom spiders, cave spiders, and giant cave spiders.
Hair
- Hair is obtained primarily by butchering hairy animals like horses, yaks, water buffalo, etc and is thus a byproduct of the Food Industry.
Thread
Requires: A farmer's workshop, a thresher, and the appropriate plant
and/or: A spinner and wool or hair
and/or: A weaver, a loom, and spider webs
To create thread from harvested plants and wool, you must query the farmer's workshop and order it to process the pig tails and/or rope reed, or Spin the wool or hair. Creating thread from silk is somewhat easier: if there are spider webs available on your map, dwarves with the weaving labor enabled will gather the webs and automatically spin them into silk thread. You may want to make sure that your dwarves are not trying to gather webs from a giant cave spider without a military escort -- check the units list to see if any non-vermin spiders are listed.
Cloth
Requires: A loom, a weaver, and thread (either spider, wool, or plant based)
By default any thread produced will be automatically woven at the loom. Plant fibers will be queued for weaving into cloth as soon as they are processed at the farmer's workshop. If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop Orders so that dwarves only weave dyed thread. Cloth can still be dyed after weaving.
Clothes
Requires: A clothier's shop, a clothier, and some cloth
Once the cloth is ready you can sew it into clothes, either for trading or for your own dwarves to wear. The clothier's shop is also where you can decorate cloth items with a sewn image. Decorating an imported item makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item. Ropes and bags are all also produced at the clothier's shop. Bags are critical to establishing a glass industry.
Dyeing
Dyeing is very useful because it adds to the value of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed again.Modèle:Verify
Creating dye
Requires: A millstone or quern, a miller, an empty bag, and the appropriate plants
Once you have harvested or bought the plants, you can mill them into dye.
Using dye
Requires: A dyer's shop, a dyer, and some dye
Having the dye, you can dip the cloth or thread into it to increase its value.
Summary
Required worker / labor
- Grower / Field working
- Thresher / Plant processor
- Shearer / Shearing
- Spinner / Spinning
- Weaver / Weaving
- Clothier / Clothes making
- Miller / Milling
- Dyer / Dyeing
Required buildings
- Farm
- Farmer's workshop
- Loom
- Clothier's shop
- Either a millstone or a quern
- A Millstone requires power, while a quern does not.
- Dyer's shop which also requires
Quality Modifiers Applied
In these areas, the quality of your worker will affect not only the speed or the amount produced but also the quality of the product.
- Weaver
- Dyer
- Clothier
Sample Industry Plan
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:
Spring Summer Autumn Winter Underground Dimple cup Pig tail Pig tail Dimple cup Above ground Rope reed Sliver barb Blade weed Rope reed
This will give you one cloth crop and one dye crop each harvest. This is not the only way to do it, and the above-ground and dimple cups lose any extra growth that comes by growing the same crop in the same plot over consecutive seasonsModèle:Verify, but it is an example of a growing plan that will keep a miller, a thresher, a dyer, a weaver, and some growers employed evenly year-round and provide high-value materials for any tailors in your fort. If you have access to silk on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess pig tail into dwarven ale.
Large fields, fertilizer, and skilled growers will produce more raw materials; skilled craftsdwarves will use up the materials faster. Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season. To boost profits, set your workshop orders to use only dyed thread, leave out hide root from your growing plan because of its lower item value, and keep the supply channels full of plant products so that you always have materials to support standing (repeat) work orders.
See Also