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Coarse Fabric - Version 39 vs Version 40
May 23, 2026, 08:42 AM
Repaired the leather-station reference (corrected the station name and pointed the link at the right page). No other content changed.
May 23, 2026, 08:14 PM
Corrected wikilink existence flags
11Coarse Fabric is a basic crafting material in Windrose made by processing Plant Fiber at the Workbench. It is Uncommon rarity and is the primary cloth input across the early-game crafting tree.223344Recipe5566PropertyValueRecipe3 Plant FiberStationWorkbench (Level 1)RarityUncommonFlavor Text"Not the best fabric, but handy for just about anything."77Where it is Used8899Backpack chain. The Torn Sailcloth Bag (first Backpack Progression tier) costs 2 Coarse Fabric and 1 RopeArmor and clothing. Nearly every Uncommon armor recipe at the Armor and Clothing Workshop uses Coarse Fabric as the cloth inputBoarding Party Gear. The ship boarding equipment recipe (7 Copper Ingots + 7 Rough Hide + 7 Coarse Fabric) crafted at the Shipwright's WorkshopBandages. A single Bandage is crafted from 1 Coarse Fabric at the Workbench10101111How to Stockpile12121313Plant Fiber is abundant on every biome, harvested from green bushes, tall grass, and small reeds. A 5-minute loop around the starting island typically yields 30 to 50 Plant Fiber, which converts into 10 to 16 Coarse Fabric at the Workbench. Because Plant Fiber respawns on a daily cadence, a bag of Coarse Fabric is one of the easiest sustained stockpiles to maintain.14141515Complete Crafting Uses16161717Coarse Fabric is an ingredient in the following recipes.18181919ImageRecipe OutputQuantityBandage×1Boarding Party Gear×7Conquistador's Boots×2Conquistador's Cuirass×2Conquistador's Gloves×2Conquistador's Helmet×2Conquistador's Pants×2Flibustier's Boots×2Flibustier's Gloves×2Flibustier's Hat×2Flibustier's Jacket×2Flibustier's Pants×2Marksman's Boots×4Marksman's Doublet×7Marksman's Gloves×4Marksman's Pants×5Marksman's Tricorne×5Pikeman's Boots×2Pikeman's Cuirass×2Pikeman's Gloves×2Pikeman's Helmet×2Pikeman's Pants×2Privateer's Boots×4Privateer's Doublet×7Privateer's Gloves×4Privateer's Pants×5Privateer's Tricorne×5Survivor's Bandana×2Survivor's Boots×2Survivor's Gloves×2Survivor's Jacket×2Survivor's Pants×2Torn Sailcloth Bag×2Tracker's Boots×2Tracker's Gloves×2Tracker's Hat×2Tracker's Jacket×2Tracker's Pants×2ConstructionBuildings, Stations, and Decorations that require this itemStationsArmor and Clothing Workshopx10Shipwright's Workshopx10Wharfx10BuildingsPier Canopyx5DecorationsCanopyx2Canopy with Nettingx2Cutter in a Bottlex2Cutter in a Bottle (Water)x2Cutter on a Standx2Landscapex5Large Canopyx2Pier Flagpolex1Simple Black Flagpolex2Simple Blue Flagpolex2Simple Green Flagpolex2Simple Orange Flagpolex2Simple Purple Flagpolex2Simple Red Flagpolex2Simple White Flagpolex2Wall Flagx22020See Also21212222Plant Fiber, the raw inputRope, the companion plant-fiber materialWorkbench, the crafting stationBackpack Progression, first use of Coarse Fabric in the gear chain23232424Spinning Wheel Production25252626Once base-building progresses past the first tier, most players shift Coarse Fabric production onto a dedicated Spinning Wheel. The Spinning Wheel is a cloth-line station that accepts Plant Fiber as its primary input and produces cloth and fabric outputs, including Coarse Fabric. It is one of the two animal-fibre-adjacent stations (the other being the Tanning Rack for leather) and is almost always placed inside the main crafting hall because of how often the player walks up to it.27272828Station requirements per the Crafting station table: 10 Wood plus 5 Rope to build, roof required overhead, and the placement must sit within Bonfire Range of the camp centre so shared storage and the base's crafting services stay connected. A common base layout places the Spinning Wheel close to the main door of the crafting building because the player walks to it frequently while processing plant fibre stockpiles.29293030The Workbench entry in the recipe table at the top of this article is the Tier 1 production route, which is fine for the first few hours when a Spinning Wheel has not yet been built. After the Spinning Wheel is up and running, most players migrate routine fabric batches to the wheel because it keeps the Workbench queue free for tools and bags. Both stations will continue to craft Coarse Fabric; the choice is a matter of base flow rather than a mechanical restriction.31313232Production Throughput33333434The 3 Plant Fiber per Coarse Fabric ratio holds across both stations, so a full inventory of fibre converts predictably:3535363630 Plant Fiber yields 10 Coarse Fabric (the typical five-minute starting-island forage)60 Plant Fiber yields 20 Coarse Fabric (the typical ten-minute sweep if the grove has respawned)150 Plant Fiber yields 50 Coarse Fabric (the rough target for a full armour-and-clothing crafting session)37373838Because Plant Fiber respawns on a daily cadence and harvests cleanly from green bushes, tall grass, and small reeds on every biome the game offers, a dedicated storage chest near the Spinning Wheel is the cheapest sustained stockpile in the crafting menu. Shared Storage means any Plant Fiber in a chest within bonfire range automatically counts as the station's input, so a single chest of fibre at the base door feeds every subsequent fabric batch without the player having to move the stack into the station by hand.39394040Crafting Uses in Context41414242Coarse Fabric is the Uncommon-rarity cloth input that sits underneath most of the Windrose gear chain. The standard use cases that drive demand are worth grouping by production line:43434444Clothing and armour. Nearly every Uncommon recipe at the Armor and Clothing Workshop uses a small quantity of Coarse Fabric as the cloth input. A full Uncommon loadout (five pieces) typically consumes 20 to 30 Coarse Fabric across the set, which is well inside the daily forage budget.Backpack progression. The entry tier Torn Sailcloth Bag costs 2 Coarse Fabric and 1 Rope and is the single most impactful quality-of-life upgrade in the first hour. Every later Backpack Progression tier increases the fabric input.Boarding party gear. The ship boarding equipment recipe (7 Copper Ingots + 7 Rough Hide + 7 Coarse Fabric) crafted at the Shipwright's Workshop is the mid-game gate that moves a pirate from solo boarding attempts into competent ship-to-ship combat.Healing supplies. A single Bandage is crafted from 1 Coarse Fabric at the Workbench. Most players keep a ten-bandage stack in the hotbar at all times for overworld healing between Bonfire rests.45454646Stockpile Strategy47474848The short version: Coarse Fabric rewards a lazy stockpile. Because the fibre input respawns daily and harvests in bulk from low-tier nodes, the time-cost per unit is almost zero after the first hour. The practical routine is:49495050Keep a dedicated chest for Plant Fiber next to the Spinning Wheel or Workbench. Route every overworld forage into that chest on the way through the base.Batch Coarse Fabric in blocks of 10 or 20 rather than one at a time. The station menu holds a quantity setting; running 10 at once is faster than 10 separate clicks.Pair Coarse Fabric production with Rope production. Both consume Plant Fiber, both produce at the same tier, and most recipes ask for a mix. Crafting 20 of each per forage loop covers most subsequent gear and bag recipes.Do not over-store. Coarse Fabric is cheap enough that hoarding past 100 units provides diminishing returns; the chest slot is better used for rarer materials that respawn on slower cadences.51515252Once the player crosses into Rare and Epic gear tiers, Coarse Fabric keeps its role as the cloth input because higher-rarity armour recipes layer additional materials (hides, ingots, rare dyes) on top of the Coarse Fabric base rather than replacing it. That persistence is why the fabric chain is a first-week investment that pays off across the entire campaign.53535454Details55555656Properties57575858PropertyValueWeight0.3Stack405959Crafted By60606161Crafted at: Workbench62626363IngredientQuantityPlant Fiberx3