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you trade either by visiting traders (they have a question mark above their head) or after building a communication device (don't remember what it was called), either by calling your allies and ask for a caravan, or if there is any passing tradeship, you can trade with them
or just form a caravan yourself and travel to one friendly village nearby.
You can craft a few things at the start of the game at a "crafting spot" which you'll have to place somewhere first. You can find it in the Architect > Production menu.
Traders visit occasionally, they'll have a yellow question mark above their head. Then you can interact with them by selecting one of your colonists and right clicking the trader. (Best to do this with a colonist with high Social skill, as that influences the trade prices.)
You can also visit other (non-enemy) settlements to trade, but best to wait with that a bit until you're settled in and feel comfortable sending a few colonists out into the world.
This video runs for a couple hours but should help you with starting a colony etc. Its for v1.0, but the basic principles are the same if you're playing 1.1. https://youtube.com/watch?v=W8CBUB8Ud1I
Then you select the crafting spot, and click on the Bills button at the bottom-left of the screen, followed by the Add Bill button.
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There are a bunch of options you can select in the details section of a bill, and I like building an Electric Tailoring Bench ( https://www.rimworldwiki.com/wiki/Electric_tailoring_bench ), then set up a bill to craft Tribalwear, Until X.
Then I'll change the quantity to 1, adjust the durability sliders so that it's checking for tribalwear with 51%-100% durability, and select which textiles I want to use.
Anytime I don't have a Tribalwear with over half durability remaining, the job will be active so my tailors can make a replacement garment.
Then I go into my pawns clothing settings, make it so they'll only choose to wear clothes with 51%+ durability, and anytime they would get the Tattered Clothing mood debuff, they'll change clothes to the replacements that are available.
If I've got a Cotton field growing, I'll go back to the tailoring bench, create bills for each type of attire ('Until 1'), set it to 51%+ durability, and then set the textile types to only be Cloth.
Anytime someone's pants get damaged too much, they'll change to the newly-made ones, and the replacement clothes are automatically ready to be crafted. :-)