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Step 2. Set your outfit hp threshold at 60% or 70% and they'll replace your clothes more often while maintaining market value.
Step 3. Sell the old and freshly made excess apparel produce to traders that come by and send out your own caravans when needed.
Step 4. Profit
Step 5. If you still have a surplus and have depleted your local neighbors silver reserves and valuable trade goods, send the excess to factions with drop pods you want to befriend, you'll make a few friends that way.
Step 6. There's no step 6 if you did steps 1 to 5.
Step 7, Okay you still have stuff left after all of that? Reduce the income source of textiles, you're probably wasting a lot of colonist time that could've been spend more productively elsewhere.
Cloth is quickly depleted by making fine carpets. Devilstrand or better is crafted into clothes, with colonists getting the best stuff and the lower quality stuff being sold or destroyed.
Also a steady supply of around 1k cloth for medicine production, I consider that a priority on any colony, herbal can only get you so far once the real bad stuff starts happening.
i suppose you could say the same for making armchairs; your builders skill up and you'll get masterwork beds and stuff. probably just depends on what you think you want.
As many above stated: Crafting skill practice... Sell the overage to free up inventory space, keep your colonists happy with nice, comfy, clothes.. That IS what you do with cloth and clothing crafting mats. :)
If you have quite a few pawns and a couple of great Tailors, your clothing needs will eventually become a non-issue. As long as you are generating those mats on your own, keep a small working inventory of desired clothing and sell off the rest. Clothing, in vanilla, is the most troublesome to dedicate storage to, so get good Tailors and a ready supply and sell the rest. (Some people don't bother with selling some clothing and elect to burn it, instead, to keep inventory space clear, but crafting exp ongoing. Crafting expertise is worth more than twenty squares taken up by individual shirts.
With the relations You get allies, and can call in caravans, when Your storage is full, or when You need certain stuff.