If the devilstrand grows normally, start adding mods until it breaks. My suggestion would be start a new game, no mods, run Dev mode and setup a similar room and see what happens. but something is actively killing your devilstrand. The room looks good in terms of temperature, roof etc. I tried uninstalling my sunlamp to see if some mod changed the way devilstrand works but no dice, they start dying because of lack of light. I reviewed my list and can't think of anything that would be causing this. Generally either light gameplay modification or QOL. I wouldn't say I'm running a *lot* of mods compared to a lot of the community but maybe I have a skewed perception. The deterioration notice is for corpses and other things left outside. However, to take all the goods from the orbital merchants, silver and gold, you will have enough fields with an area of 500 cells.Think that should work. And one mechanoid farmer can serve a field of mushrooms with an area of 2000 cells. This will allow you to get an average of 77 silver from one cell in 42 days, which is 10% more than that of a psychoid leaves. A level 20 tailor with the ideology of a manufacturing specialist can increase the cost of a product x2.33 times by spending 1 hour a day on work. Everyone seems to be viewing this as either devilstrand duster or flak vest, but you can have both Its devilstrand duster vs flak jacket you cant have on at the same time. mechanitor or naked brutality starts with a genie colonist) Planting, harvesting, transportation to the base and processing of fabric require significantly less time than the production of flakes. Use your highest skilled craftsman or constructor in that field to maximize profits.įabric from devilstrand can be the best source of silver in scenarios where you are limited in workers, have an experienced artisan, and a large area of fertile land(eg. Devilstrand may also be crafted into apparel or furniture then sold, though both require quality higher than Normal to be more profitable than just selling the fabric. To add to its slow growth, only growers with a minimum skill of 10 may sow it. While netting large amounts of money with each harvest, it takes very long to grow, so it isn't really profitable versus faster growing crops. I was wondering if I could not fence it (a light wall) and. and I have a giant spider on the map, that catch preys and make silk. I just realized that Silk is far superior to Devilstrand (Is it the case in vanilla, my game is very modded). Devilstrand is also the least flammable textile, tied with Hyperweave, being 60% less flammable than most other textiles.ĭevilstrand is a mediocre cash crop. RimWorld > General Discussions > Topic Details. Sculptures are usually a better way to improve room quality. Otherwise, devilstrand is a very utilitarian fabric, largely due to its protection.įor use in furniture, devilstrand's exceptional beauty factor and market value make for very good buffs to room quality, though devilstrand should be used for clothing first. In colder biomes like the ice sheet, a mix of fabrics may be used. Just had a textiles trader walk on the map with 996 hyperweave, so I guess you’d call it situational. Devilstrand - easy to get, takes a long time to grow. Thrumbofur - very luck based, hunt any you can find. In terms of environmental protection, devilstrand is three-way tied for 2nd best heat insulation, but is middling against cold. Hyperweve - extremely rare, good luck finding any. If cold insulation is required, then jackets or even parkas can be used instead. Once enough dusters have been made, devilstrand can be used to create button-down shirts and pants, which have a chance to stop damage on its own. A duster and flak vest combination is directly comparable to marine armor, though worse at protecting the limbs. This fragile mushroom was genetically engineered to produce a silk net that is both difficult to tear and soft to the touch. They are superior to flak jackets, offering better armor without movement penalty. As it is easily farmed, devilstrand is a stable and staple clothing textile for mid- to late- game colonies, who have the time and research to grow it.ĭevilstrand dusters are a priority use of the textile. Hyperweave can only be traded for (in very limited quantities), while thrumbofur is limited by thrumbos (who appear rarely and gestate slowly). Only hyperweave and thrumbofur offer better protection, but devilstrand has the significant advantage of being growable inside your colony. Devilstrand is the 3rd most protective textile.
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