Difference between revisions of "Cotton plant"

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{{Define|Plant
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{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}
| category = Plants
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{{Infobox main|plant
| description = Yields cotton, a fine plant fiber used to make cloth.
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| name = Cotton plant
| def name = PlantCotton
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| image = Cotton plant a.png
| Harvested Product = cotton
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| description = A mid-size crop that yields fine white cotton fibers. These are used to make cloth.
| In Ground = true
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| type = Plant
| Hydroponic = true
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| type2 = Domesticated
| default color = (255,255,255)
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| path cost = 14
| graphic class = Graphic_Random
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| blockswind = false
| graphic path = Things/Plant/CottonPlant
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| hp = 85
| label = cotton plant
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| flammability = 1
| parent name = PlantBase
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| beauty outdoors = 1
| path cost = 10
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| grow days = 8
| rotatable = false
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| sow work = 170
| selectable = true
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| harvest work = 200
| use hit points = true
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| product = cloth
| max hit points base = 85
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| yield = 10
| beauty base = 1
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| min fertility = 0.7
| flammability factor = 0.8
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| fertility sensitivity = 1
 +
| nutrition = 0.2
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| sowTags = Ground, Hydroponic
 
}}
 
}}
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{{Info|The '''cotton plant''' is a player-growable production crop with a moderate yield and slightly longer growing cycle. A mature cotton plant yields 10 [[cloth]].}}
  
{{Info|A plant that when harvested yields up to 5 [[cloth]] at full maturity. The description states that it produces cotton to turn into cloth, but like any other [[textiles|textile]] it can be used for crafting right away. }}
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== Growing ==
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Cotton plants have a base growing time of {{P|Grow Days}} days, need a minimum soil fertility of {{#expr:{{P|Fertility Min}}*100}}%, and have a fertility sensitivity rating of {{#expr:{{P|Fertility Sensitivity}}*100}}%. The following table details how long it takes for cotton plants to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
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{{Grow Table}}
  
Cotton plants are a simple crop to grow for fledgling colonies and are a reliable source of raw materials for clothing, furniture, or simple [[Skills#Crafting|crafts]] [[Skills#Construction|training]]. Cloth for clothing is the most mundane of raw textiles, producing stats that are baseline across the board. Colonies looking for more protective clothing are better off using leather, and colonies that need extreme weather resistance should instead invest in [[Animals#Animal_Products|hairy livestock]], as sheared wool provides extreme temperature resistance.
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== Economy ==
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First, be aware that the cotton plant's raw product is "[[cloth]]". There is no intermediary product or process, no bales of raw cotton which then need to be cleaned, spun, woven, etc. - in Rimworld, cloth comes off the plant ready for the tailor, sitting in big piles out in your cotton fields.  
  
{{nav|plant|wide}}
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Cloth has a market value of 1.9 [[silver]]. The final product with the largest profit margin is a [[duster]], having a 1.32%<ref>70% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.</ref> profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:
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<div><li style="display: inline-table;">
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{| {{STDT| c_24 text-center}}
 +
! Ground Type
 +
| Gravel
 +
| Soil
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| Rich Soil
 +
| Hydroponics
 +
|-
 +
! Raw
 +
| 0.71
 +
| 0.89
 +
| 1.14
 +
| 1.71
 +
|-
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! Refined
 +
| 0.72
 +
| 0.91
 +
| 1.16
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| 1.73
 +
|}
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</li></div>
 +
<references />
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Normal quality cloth dusters are actually profitable when compared to [[devilstrand]] dusters. This is because cloth dusters have a higher '''work:ingredient value''' ratio compared to devilstrand dusters; a larger market value gain relative to the total value of the ingredients.
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== Gallery ==
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<gallery>
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Cotton plant immature.png|Immature cotton plant
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Cotton plant a.png|Mature variant A
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Cotton plant b.png|Mature variant B
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</gallery>
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== Version history ==
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* Beta 19/1.0 - Min fertility 50% -> 100%.
 +
 
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{{Nav|plant|wide}}
 +
 
 +
[[Category:Plants]]
 
[[Category:Domesticated plants]]
 
[[Category:Domesticated plants]]

Latest revision as of 02:53, 30 September 2023

Cotton plant

Cotton plant

A mid-size crop that yields fine white cotton fibers. These are used to make cloth.

Base Stats

Type
PlantDomesticated
Beauty
0 (1)
HP
85
Flammability
100%
Path Cost
14 (48%)

Building

Blocks Wind
False

Ingestion

Nutrition
0.2

Plant Stats

Time to grow
8 days (14.77 days)
Work to Sow
170 ticks (2.83 secs)
Work to Harvest
200 ticks (3.33 secs)
Base Harvest Yield
10 Cloth
Min Fertility
70%
Fertility Sensitivity
100%
Min light to grow
50%
Technical
sowTags
Ground, Hydroponic


The cotton plant is a player-growable production crop with a moderate yield and slightly longer growing cycle. A mature cotton plant yields 10 cloth.

Growing[edit]

Cotton plants have a base growing time of 8 days, need a minimum soil fertility of 70%, and have a fertility sensitivity rating of 100%. The following table details how long it takes for cotton plants to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:

  • Ground Type Gravel Soil Rich Soil Hydroponics
    Fertility (%) 70 100 140 280
    Real Grow Time (days)[1] 21.1 14.77 10.55 5.28
    Base Yield/day[2] 0.47 0.68 0.95 1.9
    1. Actual days to grow, taking into account rest time.
    2. Per plant, assuming Crop Yield Multiplier of 1.0.
      Note that Difficulty settings change the Crop Yield Multiplier.
  • Economy[edit]

    First, be aware that the cotton plant's raw product is "cloth". There is no intermediary product or process, no bales of raw cotton which then need to be cleaned, spun, woven, etc. - in Rimworld, cloth comes off the plant ready for the tailor, sitting in big piles out in your cotton fields.

    Cloth has a market value of 1.9 silver. The final product with the largest profit margin is a duster, having a 1.32%[1] profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:

  • Ground Type Gravel Soil Rich Soil Hydroponics
    Raw 0.71 0.89 1.14 1.71
    Refined 0.72 0.91 1.16 1.73
    1. 70% sell price multiplier and assuming normal quality. Your mileage may vary; see quality for more information on skill level's impact on the average market value of produced goods.

    Normal quality cloth dusters are actually profitable when compared to devilstrand dusters. This is because cloth dusters have a higher work:ingredient value ratio compared to devilstrand dusters; a larger market value gain relative to the total value of the ingredients.

    Gallery[edit]

    Version history[edit]

    • Beta 19/1.0 - Min fertility 50% -> 100%.