Clothing Production

**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 Summer) the Clanfolk will want to wear Linen, which has a cooling effect.

Mood alteration will occur with many 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 temperature, but does provide an inherent mood boost.

Most of the Objects used in production of clothing will only be usable when kept dry. Flax Retting is an obvious exception as it must be placed in the water at the edge of Lake.

While all the Ingredients (and finished clothing) can be stored in Stockpiles more specific Storage options exist that will reduce the space required on the map, and may speed processing if positioned carefully.

## 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 items.

Sack Cloth Clothing

#### Storages used

* *Straw* - General (Stockpile), Ingredients (Stockpile), Haystack
* *Sack Cloth Bottoms* etc. - General Stockpile, Clothing (Stockpile), Clothing Basket, Wardrobe

## Fur Clothing

After killing animals (that aren't Rats or Chickens) 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 sheltered 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**.

Fur Clothing

#### Storages used

* *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

## Wool Clothing

With Sheep in the colony and Shears to obtain 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 some Clanfolk have sufficient farming Skills Priority).
* *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 *Hanks* can be used to make **Plaid**.

#### Storages used

* *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 *Hank* and *Cloth* will be made into **Linen Clothing** at a Tailor Bench.

Linen Clothing

#### Storages used

* *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 (above), but has more steps to produce the final product.

* *Dry Hide* can be taken to an Ash Wash and converted to *Ashed Hide*.
* *Ashed Hide* will be processed in 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 there has also been Linen Hanks made. (See prior section.)

Leather Clothing

#### Storages used

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