Fabric spun from microfibers extracted from devilstrand mushrooms. It is very tough, good at insulating, and protects exceptionally well against flame.
- Stuff Category
- Stack Limit
- 0.032 kg
- Deterioration Rate
- Path Cost
- Beauty Factor
- Work To Make Factor
- Work To Build Factor
- Max Hit Points
- Armor - Sharp
- Armor - Blunt
- Armor - Heat
- Insulation - Cold
- +20 °C (36 °F)
- Insulation - Heat
- +24 °C (43.2 °F)
Devilstrand is primarily obtained by growing the devilstrand mushrooms in a growing zone, after Devilstrand has been researched. Each mature mushroom yields 6 devilstrand, depending on the harvester's Plant Harvest Yield stat.
Additionally, some raiders and outlanders will occasionally come wearing devilstrand apparel.
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 thrumbos (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.
Devilstrand dusters are a priority use of the textile. They are superior to flak jackets, 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 shirts and pants, which have a chance to stop damage on its own. If cold insulation is required, then jackets or even parkas can be used instead.
In terms of environmental protection, devilstrand is three-way tied for 2nd best heat insulation, but is middling against cold. In colder biomes 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 beauty factor and market value make for very good buffs to 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.
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 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, as in the scenario of a hermit-mechanitor from the xenotype of geniuses. 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 psychotic 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.
- Version/1.1.0 - Apparels made from devilstrand can no longer be burnt.