tailor¶
Once a day, this plugin will scan the clothing situation in the fort. If there are fresh cloths available, dwarves who are wearing tattered clothing will have their rags confiscated (in the same manner as the cleanowned tool) so that they’ll reequip with replacement clothes.
If there are not enough clothes available, manager orders will be generated to
manufacture some more. tailor
will intelligently create orders using raw
materials that you have on hand in the fort. For example, if you have lots of
silk, but no cloth, then tailor
will order only silk clothing to be made.
If you are wondering whether you should enable autoclothing instead, see the head-to-head comparison in the autoclothing docs.
Usage¶
enable tailor
tailor [status]
tailor now
tailor materials <material> [<material> ...]
tailor confiscate [true|false]
By default, tailor
will prefer using materials in this order:
silk cloth yarn leather
but you can use the tailor materials
command to restrict which materials are
used, and in what order. By default, tailor
will “confiscate” (i.e., remove
ownership and mark for dumping) equipped tattered clothing once replacements are
available. This can be changed using tailor confiscate
. The default behavior
minimizes the time you dwarves keep wearing worn-out clothing, minimizing the
number of negative thoughts incurred by this. However, it will also result in
tattered clothing being brought to your “garbage” zones and forbidden, which may
be undesirable.
tailor
supports adamantine cloth (using the materials
keyword
adamantine
) but does not use it by default, as most players find adamantine
too precious to routinely make into cloth. tailor
does not support modded
“cloth” types which utilize custom reactions for making clothing out of those
cloth types.
Examples¶
enable tailor
Start replacing tattered clothes with default settings.
tailor now
Run a scan and order cycle right now, regardless of whether the plugin is enabled.
tailor materials silk cloth yarn
Restrict the materials used for automatically manufacturing clothing to silk, cloth, and yarn, preferred in that order. This saves leather for other uses, like making armor.
Caveats¶
Modded cloth-like materials are not supported because custom reactions do not support being sized for non-dwarf races. The game only supports sizing the built-in default make-clothing or make-armor reactions.