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.