Difference between revisions of "Devilstrand"

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{{Define|Fabric
+
{{Infobox main|fabric
| category = Fabric
+
| name = Devilstrand
| description = Fabric spun from microfibers extracted from silk-producing Devilstrand mushrooms. Very tough, but insulates no better than cloth.
+
| image = Devilstrand b.png
 +
| description = Fabric spun from microfibers extracted from devilstrand mushrooms. It is very tough, good at insulating, and protects exceptionally well against flame.
 +
<!-- Base Stats -->
 +
| type = Textile
 +
| type2 = Fabric
 +
| stuff category = Fabric
 +
| hp = 100
 +
| deterioration = 3.0
 +
| flammability = 0.4
 +
| marketvalue = 5.5
 +
| mass base = 0.032
 +
| stack limit = 75
 +
| path cost = 14
 +
| rotatable = false
 +
<!-- Stat Modifiers -->
 +
| beauty factor = 3.2
 +
| work to make factor = 1
 +
| work to build factor = 1
 +
| max hit points factor = 1.3
 +
| flammability factor = 0.4
 +
| armor - blunt factor = 0.36
 +
| armor - heat factor = 3
 +
| armor - sharp factor = 1.4
 +
| insulation - cold factor = 20
 +
| insulation - heat factor = 24
 +
<!-- Technical -->
 +
| color = (180,60,60)
 +
| defName = DevilstrandCloth
 +
| page verified for version = 1.2.2753
 +
<!-- Unused -->
 
| always haulable = true
 
| always haulable = true
| color = (180,60,60)
 
| def name = DevilstrandCloth
 
 
| default color = (180,60,60)
 
| default color = (180,60,60)
 
| draw gui overlay = true
 
| draw gui overlay = true
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| label = devilstrand
 
| label = devilstrand
 
| parent name = ResourceBase
 
| parent name = ResourceBase
| path cost = 15
 
 
| resource readout priority = Middle
 
| resource readout priority = Middle
| rotatable = false
 
 
| selectable = true
 
| selectable = true
| stack limit = 75
 
 
| thing class = ThingWithComps
 
| thing class = ThingWithComps
 
| use hit points = true
 
| use hit points = true
| armor - blunt factor = 1.3
 
| armor - blunt offset = 0.05
 
| armor - electric factor = 3
 
| armor - electric offset = 0.05
 
| armor - heat factor = 1
 
| armor - heat offset = 0
 
| armor - sharp factor = 2.0
 
| armor - sharp offset = 0.05
 
| deterioration rate base = 1.5
 
| flammability base = 1.0
 
| market value base = 16
 
| max hit points base = 100
 
| work to make factor = 1.3
 
 
}}
 
}}
 +
{{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 ==
 +
Devilstrand is primarily obtained by growing the [[devilstrand mushroom]]s in a [[growing zone]], after [[Research#Devilstrand|Devilstrand]] has been researched. Each mature mushroom yields {{Icon Small|devilstrand||{{Q|Devilstrand mushroom|Harvest Yield}}}} devilstrand, depending on the harvester's [[Plant Harvest Yield]] stat.
 +
 +
Alternatively, it can also be acquired through [[trading]] or the [[Events#Cargo_pods|cargo pod event]].
 +
 +
Additionally, some [[raiders]] and outlanders will occasionally come wearing devilstrand apparel.
 +
 +
== Analysis ==
 +
=== Usage ===
 +
Devilstrand can be used to craft and build the following things:
 +
{{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.
 +
 +
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.
 +
 +
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.
 +
 +
=== 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.
 +
 +
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>
 +
Devilstrand a.png|One devilstrand
 +
Devilstrand b.png|Partial stack
 +
Devilstrand c.png|Full stack
 +
</gallery>
  
{{Info|Devilstrand is obtained by planting [[Devilstrand Mushroom]]s in a [[growing zone]], or through random drops. The Devilstrand mushroom 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]].}}
+
== Version history ==
 +
* [[Version/1.1.0]] - Apparels made from devilstrand can no longer be burnt.
  
Devilstrand takes 49 (gravel), 43 (soil), 37 (rich soil), 28 (hydroponics basin) days to grow before being able to be harvested. This is even longer than it takes to grow most trees.
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{{Nav|materials|wide}}
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[[Category:Material]] [[Category:Textile]] [[Category:Fabric]]

Latest revision as of 17:12, 19 March 2024

Devilstrand

Devilstrand

Fabric spun from microfibers extracted from devilstrand mushrooms. It is very tough, good at insulating, and protects exceptionally well against flame.

Base Stats

Type
TextileFabric
Stuff Categories
Fabric
Market Value
5.5 Silver
Stack Limit
75
Mass
0.032 kg
HP
100
Deterioration Rate
3.0
Flammability
40%
Rotatable
False
Path Cost
14 (48%)

Stat Modifiers

Beauty Factor
×3.2
Work To Make Factor
×1
Work To Build Factor
×1
Max Hit Points
×1.3
Flammability
×0.4
Armor - Sharp
×1.4
Armor - Blunt
×0.36
Armor - Heat
×3
Insulation - Cold
+20 °C (36 °F)
Insulation - Heat
+24 °C (43.2 °F)
Technical
defName
DevilstrandCloth
Color
(180,60,60)


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[edit]

Devilstrand is primarily obtained by growing the devilstrand mushrooms in a growing zone, after Devilstrand has been researched. Each mature mushroom yields Devilstrand 6 devilstrand, depending on the harvester's Plant Harvest Yield stat.

Alternatively, it can also be acquired through trading or the cargo pod event.

Additionally, some raiders and outlanders will occasionally come wearing devilstrand apparel.

Analysis[edit]

Usage[edit]

Devilstrand can be used to craft and build the following things:

  • Product Ingredients Type [ExpandCollapse]
    Animal bed Animal bed Stuff 40 (Fabric/Leathery) Building - Furniture
    Armchair Armchair Stuff 110 (Fabric/Leathery) Building - Furniture
    Bedroll Bedroll Stuff 40 (Fabric/Leathery) Building - Furniture
    Couch Couch Stuff 200 (Fabric/Leathery) Building - Furniture
    Double bedroll Double bedroll Stuff 85 (Fabric/Leathery) Building - Furniture
    Sandbags Sandbags Stuff 5 (Fabric/Leathery) Building - Security
    Animal flap Animal flap Stuff 25 (Fabric/Leathery) Building - Structure
    Bowler hat Bowler hat Stuff 20 (Leathery/Fabric) Gear - Clothing
    Button-down shirt Button-down shirt Stuff 45 (Leathery/Fabric) Gear - Clothing
    Cowboy hat Cowboy hat Stuff 25 (Leathery/Fabric) Gear - Clothing
    Duster Duster Stuff 80 (Leathery/Fabric) Gear - Clothing
    Hood Hood Stuff 50 (Fabric/Leathery) Gear - Clothing
    Jacket Jacket Stuff 70 (Leathery/Fabric) Gear - Clothing
    Pants Pants Stuff 40 (Leathery/Fabric) Gear - Clothing
    Parka Parka Stuff 80 (Leathery/Fabric) Gear - Clothing
    Robe Robe Stuff 80 (Fabric/Leathery) Gear - Clothing
    T-shirt T-shirt Stuff 40 (Leathery/Fabric) Gear - Clothing
    Tribal headdress Tribal headdress Stuff 50 (Fabric) Gear - Clothing
    Tribalwear Tribalwear Stuff 60 (Leathery/Fabric) Gear - Clothing
    Tuque Tuque Stuff 20 (Fabric) Gear - Clothing
    Veil Veil Stuff 20 (Fabric) Gear - Clothing
    Ceremonial hood Ceremonial hood Content added by the Anomaly DLC Stuff 20 (Fabric) + Bioferrite 10 Gear - Clothing
    Lab coat Lab coat Content added by the Anomaly DLC Stuff 70 (Leathery/Fabric) Gear - Clothing
    Face mask Face mask Content added by the Biotech DLC Stuff 10 (Fabric) Gear - Clothing
    Heavy bandolier Heavy bandolier Content added by the Biotech DLC Stuff 75 (Fabric/Leathery) Gear - Clothing
    Kid pants Kid pants Content added by the Biotech DLC Stuff 20 (Leathery/Fabric) Gear - Clothing
    Kid parka Kid parka Content added by the Biotech DLC Stuff 40 (Leathery/Fabric) Gear - Clothing
    Kid romper Kid romper Content added by the Biotech DLC Stuff 30 (Fabric/Leathery) Gear - Clothing
    Kid shirt Kid shirt Content added by the Biotech DLC Stuff 20 (Fabric/Leathery) Gear - Clothing
    Kid tribalwear Kid tribalwear Content added by the Biotech DLC Stuff 30 (Leathery/Fabric) Gear - Clothing
    Sash Sash Content added by the Biotech DLC Stuff 25 (Fabric/Leathery) Gear - Clothing
    Drum Drum Content added by the Ideology DLC Stuff 30 (Leathery/Fabric) + Wood 50 Building - Ideology (Buildings)
    Kneel pillow Kneel pillow Content added by the Ideology DLC Stuff 25 (Fabric/Leathery) Building - Ideology (Buildings)
    Kneel sheet Kneel sheet Content added by the Ideology DLC Stuff 80 (Fabric/Leathery) Building - Ideology (Buildings)
    Authority cap Authority cap Content added by the Ideology DLC Stuff 25 (Fabric/Leathery) Gear - Clothing
    Blindfold Blindfold Content added by the Ideology DLC Stuff 20 (Fabric) Gear - Clothing
    Broadwrap Broadwrap Content added by the Ideology DLC Stuff 30 (Fabric) Gear - Clothing
    Burka Burka Content added by the Ideology DLC Stuff 60 (Fabric) Gear - Clothing
    Flophat Flophat Content added by the Ideology DLC Stuff 20 (Fabric) Gear - Clothing
    Headwrap Headwrap Content added by the Ideology DLC Stuff 20 (Fabric) Gear - Clothing
    Shadecone Shadecone Content added by the Ideology DLC Stuff 25 (Fabric/Leathery) Gear - Clothing
    Slave body strap Slave body strap Content added by the Ideology DLC Stuff 70 (Fabric/Leathery) Gear - Clothing
    Drape Drape Content added by the Royalty DLC Stuff 150 (Fabric/Leathery) + Wood 50 Building - Furniture
    Beret Beret Content added by the Royalty DLC Stuff 35 (Leathery/Fabric) Gear - Clothing
    Cape Cape Content added by the Royalty DLC Stuff 80 (Leathery/Fabric) Gear - Clothing
    Corset Corset Content added by the Royalty DLC Stuff 45 (Leathery/Fabric) Gear - Clothing
    Formal shirt Formal shirt Content added by the Royalty DLC Stuff 65 (Leathery/Fabric) Gear - Clothing
    Formal vest Formal vest Content added by the Royalty DLC Stuff 45 (Leathery/Fabric) Gear - Clothing
    Ladies hat Ladies hat Content added by the Royalty DLC Stuff 50 (Leathery/Fabric) Gear - Clothing
    Prestige robe Prestige robe Content added by the Royalty DLC Stuff 100 (Leathery/Fabric) Gear - Clothing
    Top hat Top hat Content added by the Royalty DLC Stuff 50 (Leathery/Fabric) Gear - Clothing
  • 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.

    Cash Crop[edit]

    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 (eg. mechanitorContent added by the Biotech DLC or naked brutality starts with a genieContent added by the Biotech DLC 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[edit]

    Version history[edit]

    • Version/1.1.0 - Apparels made from devilstrand can no longer be burnt.