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| mass base = 0.032
 
| mass base = 0.032
 
| stack limit = 75
 
| stack limit = 75
| path cost = 14
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| path cost = 15
 
| rotatable = false
 
| rotatable = false
 
<!-- Stat Modifiers -->
 
<!-- Stat Modifiers -->
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| thing class = ThingWithComps
 
| thing class = ThingWithComps
 
| use hit points = true
 
| use hit points = true
}}
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}}{{for|the plant|devilstrand mushroom}}{{Info|'''Devilstrand''' is a valuable [[fabric]] obtained from the [[devilstrand mushroom]], which was genetically engineered to produce a high quality silk net. Its name comes from the greed it inspires in people. It is an extremely strong fabric, generally better and more valuable overall than [[cloth]] and [[leather]].}}
{{For|the plant|devilstrand mushroom}}
 
{{Info|'''Devilstrand''' is a valuable [[fabric]] obtained from the [[devilstrand mushroom]]. It is an extremely strong fabric, much more protective than [[cloth]] and most types of [[leather]].}}
 
  
 
== Acquisition ==
 
== Acquisition ==
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== Analysis ==
 
== Analysis ==
 
=== Usage ===
 
=== Usage ===
Devilstrand can be used to craft and build the following things:
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Devilstrand is the 3rd most protective [[textile]]. Only [[hyperweave]] and [[thrumbofur]] offer better protection, but devilstrand has the significant advantage of being growable inside your colony. Hyperweave can only be traded for (in ''very'' limited quantities), while thrumbofur is limited by [[thrumbo]]s (who appear rarely and gestate slowly). Therefore, devilstrand is a stable clothing textile for mid- to late- game colonies who have the time and research to grow it.
{{Ingredient List}}
 
  
Devilstrand is the 3rd most protective [[textile]]. Only [[hyperweave]] and [[thrumbofur]] offer better protection, but devilstrand has the significant advantage of being growable inside your colony. Hyperweave can only be traded for (in ''very'' limited quantities), while thrumbofur is limited by [[thrumbo]]s (who appear rarely and gestate slowly). 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.
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Devilstrand [[duster]]s are a priority use of the textile. They are superior to [[flak jacket]]s, offering better armor without movement penalty. A duster and [[flak vest]] combination is directly comparible to a [[marine armor]], though it protects less parts of the body. Once enough dusters have been made, devilstrand can be used to create [[button-down shirt]]s and [[pants]], which have a chance to stop damage on its own. If cold insulation is required, then [[jacket]]s or even [[parka]]s can be used instead.
  
Devilstrand [[duster]]s are a priority use of the textile. They are superior to [[flak jacket]]s, offering better armor without movement penalty. A duster and [[flak vest]] combination is directly comparable to [[marine armor]], though worse at protecting the limbs. Once enough dusters have been made, devilstrand can be used to create [[button-down shirt]]s and [[pants]], which have a chance to stop damage on its own. If cold insulation is required, then [[jacket]]s or even [[parka]]s can be used instead.
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In terms of environmental protection, devilstrand is three-way tied for 2nd best heat insulation, but is middling against cold. In colder [[biome]]s like the [[ice sheet]], a mix of fabrics may be used. Otherwise, devilstrand is a very utilitarian fabric, largely due to its armor penetration.
 
 
In terms of environmental protection, devilstrand is three-way tied for 2nd best heat insulation, but is middling against cold. In colder [[biome]]s like the [[ice sheet]], a mix of fabrics may be used. Otherwise, devilstrand is a very utilitarian fabric, largely due to its protection.
 
  
 
For use in [[furniture]], devilstrand's exceptional [[Property:Beauty Factor|beauty factor]] and market value make for very good buffs to [[room stats|room quality]], though devilstrand should be used for clothing first. [[Sculptures]] are usually a better way to improve room quality. Devilstrand is also the least flammable textile, tied with [[Hyperweave]], being 60% less flammable than most other textiles.
 
For use in [[furniture]], devilstrand's exceptional [[Property:Beauty Factor|beauty factor]] and market value make for very good buffs to [[room stats|room quality]], though devilstrand should be used for clothing first. [[Sculptures]] are usually a better way to improve room quality. Devilstrand is also the least flammable textile, tied with [[Hyperweave]], being 60% less flammable than most other textiles.
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=== Cash Crop ===
 
=== Cash Crop ===
 
Devilstrand is a mediocre cash crop. 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. To add to its slow growth, only growers with a minimum skill of 10 may sow it. Devilstrand may also be crafted into apparel or [[Armchair|furniture]] then sold, though both require quality higher than Normal to be more profitable than just selling the fabric. Use your highest skilled craftsman or constructor in that field to maximize profits.
 
Devilstrand is a mediocre cash crop. 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. To add to its slow growth, only growers with a minimum skill of 10 may sow it. Devilstrand may also be crafted into apparel or [[Armchair|furniture]] then sold, though both require quality higher than Normal to be more profitable than just selling the fabric. Use your highest skilled craftsman or constructor in that field to maximize profits.
 
Fabric 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. [[mechanitor]]{{BiotechIcon}} or naked brutality starts with a [[genie]]{{BiotechIcon}} colonist). Planting, harvesting, transportation to the base and processing of fabric require significantly less time than the production of flakes. 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. 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. And one mechanoid farmer can serve a field of mushrooms with an area of 2000 cells. However, to take all the goods from the orbital merchants, silver and gold, you will have enough fields with an area of 500 cells.
 
  
 
== Gallery ==
 
== Gallery ==
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* [[Version/1.1.0]] - Apparels made from devilstrand can no longer be burnt.
 
* [[Version/1.1.0]] - Apparels made from devilstrand can no longer be burnt.
  
{{Nav|materials|wide}}
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{{nav|materials|wide}}
 
[[Category:Material]] [[Category:Textile]] [[Category:Fabric]]
 
[[Category:Material]] [[Category:Textile]] [[Category:Fabric]]

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