In the game: help tailoring Also tailor loom weaving fabric garment bolt bolt of cloth clothing token wardrobe layers clothing layers
Weave cloth and turn a carried bolt into one finished garment.
Recommended workflow
1. Open the garment designer with tailor <bolt> or tailor/web <bolt>.
2. Set a real name, examined description, worn appearance, and coverage. These four fields are required.
3. Add optional search aliases, fashion details, disguise shaping, a fur lining (tailor <bolt> lining on), and action messages.
4. Add appearance B if the garment can open, close, raise, lower, or otherwise switch configuration. Unchanged B fields inherit appearance A.
5. Use Preview. It shows the wearer, interaction target, and room-observer lines produced by the same renderer used in play.
6. Finalize only when the proof reads correctly. Finalizing consumes the bolt whether the craft succeeds or the work falls apart.
Plain cloth can be finalized anywhere. Finer cloth must be finalized in a room with a sewing bench. The finest cloth also needs a press on the bench.
After finalization the strings live on the garment. tailor <garment> opens the garment record and reads every field back exactly as it was set.
Action messages use one reliable form: start with $N and mark the action as .verb.
$N .slip into $p $I.
$N .tip $p $I toward $T.
Put-on, take-off, and appearance-switch messages have no target. Only the interaction message accepts target tokens. If it uses one, the command in play is tease <garment> at <person>. Quotes and apostrophes are allowed. Write $$ for a literal dollar sign.
Worn descriptions are appearance prose, not actions. They may use wearer and garment tokens, but never target tokens or .verb.
See help tokens for the complete token table.
layers
The garment's name sets the layer it is worn on. A garment goes on over anything on a lower layer and under anything on a higher one, and two garments on the same layer cannot share a body part.
A word below sets the layer when it is a whole word of the name. A plural counts, and a coat, jacket, scarf, sock, boots or glasses word may end a longer word (raincoat, headscarf, sunglasses). If the name has words from more than one layer, the lowest layer wins. A name with none of these words is layer 1, ordinary clothes. A clothing token's garment follows the same rule, and uses its shape's layer when the name has no word below.
Layer 0, underwear: bikini, panties, underwear, bra, bralette, brassiere, thong, boxers, g-string, sock, stockings, briefs, knickers, undershirt, camisole, chemise, lingerie, tights, pantyhose, garter, binder, jockstrap.
Layer 2, mid layers: blindfold, glasses, boots, vest, sweater, jumper, cardigan, pullover, hoodie, sweatshirt.
Layer 3, jackets: jacket, waistcoat.
Layer 4, coats: tailcoat, coat, labcoat, topcoat, overcoat, longcoat, greatcoat, browncoat, trenchcoat, watchcoat, trench, robe, habit, muumuu, hawaiian, bolero, apron, scrubs, bathrobe, armband, obi, duster, parka, cloak, cape, poncho, mantle.
Layer 5, over everything: tie, cane, umbrella, shawl, scarf, necktie, cummerbund, belt, veil, balaclava, bandana, bandanna, sticker, badge, bowtie, scarves.
The designer shows the layer the name sets, and the word that sets it, as you write the name. The layer is set when the garment is finished. Renaming it later does not move it.
loom
loom [<process>]
Open the loom menu. Give a process to start it.
loom status
loom status
Check the work at the loom.
loom claim
loom claim
Collect finished cloth from the loom.
tailor
tailor [<bolt>]
Open the garment designer on a bolt of cloth you carry. Name the bolt, or leave the name out to use your only bolt. If you carry several and give no name, it asks which.
At a sewing bench, craft garment and the Garments row of the craft menu open the same designer. craft satchel, or another pack kind, opens it set to that pack. A garment or a pack is always made in the designer.
The in-game Preview option includes examined text, appearance A and B, put-on, take-off, interaction, and both appearance-switch messages.
tailor pack
tailor <bolt> pack <kind>
tailor <bolt> pack none
Make the draft a pack instead of a garment. The kinds are belt pouch, hip bag, satchel, haversack, rucksack and frame pack. The designer's shape step lists the same kinds.
The kind sets where you wear the pack. You cannot change its coverage, and it has no see-through setting and no appearance B. You still write its name, description and worn appearance.
pack none makes the draft a garment again. A larger kind is harder to sew. Better work makes a pack that holds more and is easier to carry.
For wearing and loading a pack, see help inventory.
tailor garment
tailor <garment>
Read back a finished garment's authored strings exactly as they were set, including the rendered lines a wearer, target, and room will see. This is read-only; nothing on the garment changes.
With no name, tailor opens the only bolt you carry. If you carry no bolt, it shows the record of a garment you carry instead.
clothing token
use clothing token
Open the starting wardrobe designer. Finishing the garment uses the token.
A new character gets four tokens during the @newbie tour, and they only
work there: make your starting clothes before you finish the tour.
tailor/web
tailor/web [<bolt>]
Open the web editor for a carried bolt.
The proof pane updates from unsaved text and reports invalid grammar before you save it.
tailor/web modify
tailor/web modify <garment>
Open the web editor for a tailored garment.
For wearing clothing, see help inventory.
To show a garment to other people before you finish it, see help sketching.
For text formatting, see help tokens.