Clothing Production

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Revision as of 00:19, 3 December 2025 by Avron (talk | contribs) (start of Fine Straw Clothing additions)
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Clothing Production can take a number of forms in Clanfolk.

Most Clothing will be worn by Clanfolk in need of warming. When Temperatures are too hot (generally only during Summer or while using Objects that produce heat) a Clanfellow may want to wear Linen, which has a cooling effect.
NB. Fine Straw Clothing needs to be added to this page. Manufacturing Costs, Warmth, Mood, etc.

Mood alteration will occur with most clothing items.

  • Sack Cloth and Fur Clothing deplete Mood (but are still better than freezing).
  • Leather and Wool have no inherent impact on Mood. (But remaining warm may prevent cooling Affliction.)
  • Linen provides a Mood Boost. (The cooling effect may also prevent heating Affliction.)
  • Plaid has no impact on Warmth, but does provide an inherent Mood boost. And is worn over other clothing.

Most of the Objects used in production of clothing will only be usable when kept dry (under a Roof when Rain falls) and many won't work while freezing. (Flax Retting is an obvious exception to Keep Dry condition, as it must be placed in the water at the edge of a Lake. When the Lake freezes however it becomes unusable.) While the Clanfolk using those Objects will predominantly be using their Clothes Skills while at those Objects, much of the Leather production will require Hunting Skill instead.
Most Objects require a Clanfellow to actively operate them, a small number are able to do their task without an operator. eg. the Hide Rack dries Hides without a user aside from a Clanfellow putting Hides onto the Rack at the start of the drying process.

While all the Ingredients (and finished clothing) can be stored in Stockpiles, more specific Storage Objects exist that will reduce the space required on the Map, and may speed processing if positioned carefully. A Textile Shelf can be particularly useful.

NB. Update 17 has added Fine Straw clothing that will need to be added to this page. It has likely also changed some of the basic chains of production, buildings used, etc.
Different size icons for Objects in the tables are to indicate relative tile coverage on the Map.

Testing / Development: with Expeditions the opening up of Ideas for different clothing manufacture changes. The player must send a Clanfellow to nearby areas on a World Map so they can discover various things. Significantly delaying access to the clothing Clanfolk would prefer to wear.

Sack Cloth Clothing

With Straw production started the Clanfolk may make five different Sack Cloth items at a Clothes Zone or Tailor Bench. There is little to this process besides gaining Straw to the colony Inventory and then converting it to the Sack Cloth Clothing. Bottoms and Shirts are available first, crafting either makes the Hat, Tunic, and Cloak available.
Time taken is given for the Tailor Bench, a Clothes Zone takes twice as long.

Input Object used Time taken Output
25 Straw Clothes Zone
or
Tailor Bench
40s Sack Cloth Bottoms
20 Straw 30s Sack Cloth Shirt
10 Straw 20s Sack Cloth Hat
25 Straw 40s Sack Cloth Tunic
50 Straw 60s Sack Cloth Cloak

Getting one of each item of Sack Cloth Clothing requires 130 Straw, this would require harvesting 7 fully grown Reed tiles as a minimum. Getting the Straw from Hay or Oats would require 13 fully grown tiles (exempting bonus growth from Tilled Soil) to be Harvested and then Threshed. Wearing all five items would provide 1300 Warmth.

Usable Storages

  • Straw - General Stockpile, Ingredients Stockpile, Straw Pile
  • Sack Cloth Bottoms etc. - General Stockpile, Clothing Stockpile, Clothing Basket, Wardrobe

Fur Clothing

After killing an Animal (that isn't a Rat or Chicken) the Clanfolk may start the process of producing Fur Clothing.

  • Slaughtering animals and bringing their carcasses to a Butcher Block results in Fresh Hide, Raw Meat and potentially Pluck.
  • Fresh Hide can be taken to a (preferably Roofed) Hide Rack where the passage of time will convert it to Dry Hide.
  • Dry Hide can be used at either a Clothes Zone or Tailor Bench to make Fur Clothing.

Time taken for the actual clothing items is given for the Tailor Bench, a Clothes Zone takes twice as long.

Input Object used Time taken Output
Dead Animal
(Aside from Rat or Chicken)
Butcher Blcok 0s 0-20 Fresh Hide
(count dependent on animal)
(also / maybe Pluck)
10 Fresh Hide Hide Rack 300s 10 Dry Hide
8 Dry Hide Clothes Zone
or
Tailor Bench
60s Fur Cloak
2 Dry Hide 30s Fur Hat
4 Dry Hide 50s Fur Tunic

Getting enough Fur for one Clanfellow to have one of each item requires 14 Hides, thus multiple animals must be slaughtered unless Cattle is killed. All three Items provide 3000 total warmth when worn. (The Cloak alone is better than complete Sack Cloth.)
One Hide Rack can only dry 10 Hides at a time so having more than one Rack may be beneficial, especially if Deer are being hunted.

Usable Storages

  • Fresh hide - General Stockpile, Ingredients Stockpile, Hide Rack
  • Dry Hide - General Stockpile, Ingredients Stockpile, Textile Shelf
  • Fur Cloak etc. - General Stockpile, Clothing Stockpile, Clothing Basket, Wardrobe

Fine Straw Clothing

To Be Added...

Wool Clothing

With Sheep in the colony and Shears to obtain their Wool, the Clan may make Wool Clothing.
Plaid is a special clothing item derived from Wool, that provides a Mood boost to any wearer but doesn't impact Warmth.

  • Sheep can be shorn with Shears producing Raw Wool. This happens without input from the player once the wool has grown enough (and at least one Clanfellow has sufficient Farming Skills Priority). Sheep only grow enough Wool to be shorn once a year.
  • Raw Wool can be taken to a Wool Dressing station and converted to Clean Wool.
  • Clean Wool may be processed in a Spinning Wheel to become Wool Hanks.
  • Wool Hanks may be sent through a Loom to become either Wool Cloth or Plaid Cloth.
  • A Tailor Bench is used to make Wool Clothing from both Wool Cloth and Wool Hanks.
  • Plaid Cloth and Wool Hanks can be used to make Plaid.
Input Object used Time Taken Output
or
Adult or Senior Sheep
Shears 0s 25 Raw Wool
Automated (no player orders)
(Sheep grow new wool each year)
25 Raw Wool Wool Dressing
with 10 and 50 water from a
50s 25 Clean Wool
25 Clean Wool Spinning Wheel 50s 25 Wool Hank
10 Wool Hank Loom 60s 1 Wool Cloth
or
1 Tartan Cloth
6 Wool Cloth & 5 Wool Hank Tailor Bench 60s Wool Cloak
1 Wool Cloth & 2 Wool Hank 30s Wool Hat
3 Wool Cloth & 4 Wool Hank 30s Wool Shirt
4 Wool Cloth & 5 Wool Hank 50s Wool Tunic
2 Tartan Cloth & 2 Wool Hank 10s Plaid

14 Cloth and 16 Hanks (to make one of each Item) is the equivalent of 156 Hanks, which would require just over six shearings to take place. Even if the player manages to progress the Ideas tree quickly they will struggle to find the Wool for more than a single Cloak before the first Winter.
With the extra Item compared to Fur Clothing, 2850 Warmth is nearly as much as complete Fur provides, but with no Mood debuffs.

Usable Storages

  • Raw Wool, Clean Wool - General Stockpile, Ingredients Stockpile
  • Wool Hank, Wool Cloth, Plaid Cloth - General Stockpile, Ingredients Stockpile, Clothing Stockpile, Textile Shelf
  • Wool Cloak etc. and Plaid - General Stockpile, Clothing Stockpile, Clothing Basket, Wardrobe

Linen Clothing

Unlike all other clothing Linen Clothing has a cooling effect when worn (Plaid doesn't influence Temperature). This makes it a bad idea for Winter, but potentially very useful during Summer.

  • Flax Sheafs must be harvested from the Map and then processed in a Thresher to become Flax Stems.
  • Flax Stems will be automatically taken to Flax Retting places by Clanfolk without player input where they become Cured Flax Stems over time.
  • Cured Flax Stems when processed in a Flax Dressing become Flax Fibres.
  • Flax Fibres can be spun at a Spinning Wheel to become Linen Hanks.
  • Those Linen Hanks may be sent through a Loom to become Linen Cloth.
  • Quantities of Linen Hanks and Linen Cloth may be made into Linen Clothing at a Tailor Bench.
Input Object used Time Taken Output
25 Flax Sheaf Thresher 50s 25 Flax Stems
(has a side product of 25 Flax Seed)
25 Flax Stems Flax Retting 900s 25 Cured Flax Stems
26 Cured Flax Stems Flax Dressing 50s 25 Flax Fibres
25 Flax Fibres Spinning Wheel 50s 25 Linen Hank
10 Linen hank Loom 60s Linen Cloth
2 Linen Cloth & 4 Linen Hank Tailor Bench 40s Linen Bottoms
1 Linen Cloth & 2 Linen hank 30s Linen Coif
2 Linen Cloth & 4 Linen Hank 40s Linen Shirt

Five Cloth and ten Hanks (for all three items) requires 60 Hanks total, which is not quite three sets of Threshing, Retting, Dressing etc. A total of 500 cooling and 500 Mood Boost.

Usable Storages

  • Flax Sheaf - General Stockpile, Ingredients Stockpile, Haystack
  • Flax Stems, Cured Flax Stems, Flax Fibres - General Stockpile, Ingredients Stockpile,
  • Linen Hank and Linen Cloth - General Stockpile, Clothing Stockpile, Textile Shelf
  • Linen Bottoms etc. - General Stockpile, Clothing Stockpile, Clothing Basket, Wardrobe

Leather Clothing

Leather production starts the same way Fur does (see above), but has more steps to produce the final product.

  • Slaughtering animals and bringing their carcasses to a Butcher Block results in Fresh Hide, Raw Meat and potentially Pluck.
  • Fresh Hide can be taken to a (preferably) sheltered Hide Rack where the passage of time will convert it to Dry Hide.
  • Dry Hide can be taken to an Ash Wash and converted to Ashed Hide.
  • Ashed Hide will be processed at a Hide Scraper, with Water, to become Clean Hide.
  • Clean Hide taken to a Bark Wash becomes Leather after processing.
  • A Tailor Bench can then be used to make Leather Clothing as long as Linen Hanks are available. (See prior section.)
Input Object used Time Taken Output
Dead Animal
(Aside from Rat or Chicken)
Butcher Block 0s 0-20 Fresh Hide
(count dependent on animal)
(also / maybe Pluck)
10 Fresh Hide Hide Rack 300s 10 Dry Hide
10 Dry Hide Ash Wash
with Wood Ash and 50 water from a Water Jug
300s 10 Ashed Hide
10 Ashed Hide Hide Scraper
with 20 Water from a Water Jug
60s 10 Clean Hide
10 Clean Hide Bark Wash
with 50 Bark and 50 water from a Water Jug
600s 10 Leather
7 Leather & 5 Linen Hank Tailor Bench 50s Leather Bottoms
Leather Tunic

A total of 1000 Warmth can be gained by wearing both Leather Items. However the 14 Hides also require 10 Linen Hanks so a second set of Objects must have been constructed and built to make Leather Clothing.

Usable Storages

  • Fresh hide - General Stockpile, Ingredients Stockpile, Hide Rack, Hide Shelf
  • Dry Hide, Ashed Hide, Clean hide - General Stockpile, Hide Shelf, Textile Shelf
  • Leather - General Stockpile, Textile Shelf
  • Leather Bottoms etc. - General Stockpile, Clothing Stockpile, Clothing Basket, Wardrobe

Coverage, Warmth, Mood

Because only Sack Cloth and Fine Straw Clothing have an item for each body part (as of release 17) it may be useful to produce mixed clothing types. With access to all the items the Clanfolk will put on and take off items as needed to regulate body Temperature. While the player can assign them clothing, it is unlikely that a Clanfellow will wear Fur clothing in the middle of Summer, or Linen during Winter.

Cloaks will always provide the most warmth in a clothing type. But even a Fur Hat provides more warmth than a Sack Cloth Cloak.
Plaid will be worn over any other clothing type and does not occupy any of the slots indicated below.

Bottoms Shirt Hat Tunic Cloak
Sack Cloth
W +250 M -500 W +200 M -400 W +150 M -300 W +300 M -600 W +400 M -800
Fur N/A N/A
W +600 M -150 W +800 M -300 W +1600 M -400
Fine Straw Clothing
W ? M ? W ? M ? W ? M ? W ? M ? W ? M ?
Wool N/A
W +500 W +500 W +650 W +1200
Linen N/A N/A
W -200 M +200 W -200 M +200 W -100 M +200
Leather N/A N/A N/A
W +500 M +250 W +500