Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Spinning, Weaving, Clothesmaking- Which is needed for ☼Socks☼?  (Read 2969 times)

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile

I've never been able to figure this out, having relied largely on donations.  Spinning converts raw fiber into thread, weaving turns thread into cloth, and clothesmaking turns cloth into socks.  At what point is the quality modifier added?  Could I have a ☼Vest☼ made of -Cloth-?  Or vice-versa?

Skorpion

  • Bay Watcher
    • View Profile
Re: Spinning, Weaving, Clothesmaking- Which is needed for ☼Socks☼?
« Reply #1 on: July 11, 2017, 05:40:06 pm »

Could I have a ☼Vest☼ made of -Cloth-?  Or vice-versa?
Yes. The workdwarfship of the item and the cloth are separate. You need top-quality cloth if you want to max out on value, but it doesn't affect the quality of the end product.
Logged
The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

feelotraveller

  • Bay Watcher
  • (y-sqrt{|x|})^2+x^2=1
    • View Profile
Re: Spinning, Weaving, Clothesmaking- Which is needed for ☼Socks☼?
« Reply #2 on: July 12, 2017, 04:54:15 pm »

Don't forget to dye them...  ;D
Logged

escondida

  • Bay Watcher
    • View Profile
Re: Spinning, Weaving, Clothesmaking- Which is needed for ☼Socks☼?
« Reply #3 on: July 14, 2017, 07:59:55 pm »

If you want your dwarves to be semi-permanently blissed-out on conspicuous consumption, this is a great thing to know. The total value of a finished item of clothing depends on the quality of the cloth (weaver), the quality of the dye job (dyer), *and* the quality of the final product (clothier). Thread, of course, is no-quality, so you can just have your loser dwarves spin with no loss.

It's also possible to use the manager's building profile settings to set one loom to allow only your main weaver(s) or those of a given skill level, and then have a bunch of other looms for collecting silk, which only allow (say) those who *aren't* yet Master weavers (y'know, so you don't expose your skilled artisans to the fascinating fauna of the caverns).
Logged