Difference between revisions of "Cotton plant"

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m (Added market value)
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{{Define|Plant
 
{{Define|Plant
| category = Plants
+
| category = [[Wild_Plants|Wild Plants]]
 
| description = Yields cotton, a fine plant fiber used to make cloth.
 
| description = Yields cotton, a fine plant fiber used to make cloth.
 
| def name = PlantCotton
 
| def name = PlantCotton
| Harvested Product = cotton
+
| Harvested Product = cloth
 
| In Ground = true
 
| In Ground = true
 
| Hydroponic = true
 
| Hydroponic = true
Line 16: Line 16:
 
| use hit points = true
 
| use hit points = true
 
| max hit points base = 85
 
| max hit points base = 85
| beauty base = 1
+
| beauty base = 0
 
| flammability base = 0.8
 
| flammability base = 0.8
 
| harvest yield = 13
 
| harvest yield = 13
 
| grow days = 8
 
| grow days = 8
| real grow days = 14.55
+
| fertility min = 0.5
 
| fertility sensitivity = 0.7
 
| fertility sensitivity = 0.7
 +
| real grow days = 13.82
 +
| nutrition per day = 0
 +
| nutrition per day (70) = 0
 +
| nutrition per day (140) = 0
 +
| nutrition per day (230) = 0
 
| market value = 1.9
 
| market value = 1.9
 
}}
 
}}
  
{{Info|A plant that when harvested yields up to 13 [[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. }}
+
All information here is up-to-date as of Alpha 17b.
  
Cotton plants are a simple crop to grow for fledgling colonies and are a reliable source of raw materials for 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 [[devilstrand]] or [[leather]], and colonies that need extreme weather resistance should instead invest in [[Animals#Animal_Products|hairy livestock]], as sheared wool provides extreme temperature resistance.
+
{{Info|The cotton plant is a player-growable production crop with a moderate yield, and slightly longer growing cycle. A mature cotton plant yields 13 [[cloth]].}}
 +
===Growing===
 +
Cotton plants have a base growing time of 8 days, need a minimum soil fertility of 50%, and have a fertility sensitivity rating of 70%. 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:
 +
 
 +
{| {{STDT| c_24 text-center}}
 +
! Ground Type
 +
| Gravel
 +
| Soil
 +
| Rich Soil
 +
| Hydroponics
 +
|-
 +
! Fertility (%)
 +
| 70
 +
| 100
 +
| 140
 +
| 230
 +
|-
 +
! Grow Time (days)
 +
| 17.49
 +
| 13.82
 +
| 10.8
 +
| 7.23
 +
|-
 +
! Base Yield/day<ref>Per plant</ref>
 +
| 0.74
 +
| 0.94
 +
| 1.2
 +
| 1.8
 +
|}
 +
 
 +
<references />
 +
 
 +
 
 +
Cotton has roughly 5.16x the yield per day of [[devilstrand mushroom|devilstrand]] in gravel; 4.57x the yield per day in soil; and 4.18x the yield per day in rich soil. This is due to cotton's lower fertility sensitivity compared to devilstrand.
 +
 
 +
 
 +
===Food Production===
 +
Cotton plants don't yield any human-edible products.
 +
 
 +
 
 +
===Economy===
 +
The cotton plant's raw product is cloth, which has a market value of 1.9 [[silver]]. The refined 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:
 +
 
 +
{| {{STDT| c_24 text-center}}
 +
! 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
 +
|}
 +
 
 +
<references />
 +
 
 +
 
 +
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.
  
 
{{nav|plant|wide}}
 
{{nav|plant|wide}}
 
[[Category:Domesticated plants]]
 
[[Category:Domesticated plants]]

Revision as of 23:08, 29 September 2017

Cotton plant

Cotton plant a.png

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


Type
PlantsPlants

Base Stats

Flammability
1
Max Hit Points
85
... further results

Stat Modifiers

... further results

All information here is up-to-date as of Alpha 17b.


The cotton plant is a player-growable production crop with a moderate yield, and slightly longer growing cycle. A mature cotton plant yields 13 cloth.

Growing

Cotton plants have a base growing time of 8 days, need a minimum soil fertility of 50%, and have a fertility sensitivity rating of 70%. 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 (%) 70 100 140 230
Grow Time (days) 17.49 13.82 10.8 7.23
Base Yield/day[1] 0.74 0.94 1.2 1.8
  1. Per plant


Cotton has roughly 5.16x the yield per day of devilstrand in gravel; 4.57x the yield per day in soil; and 4.18x the yield per day in rich soil. This is due to cotton's lower fertility sensitivity compared to devilstrand.


Food Production

Cotton plants don't yield any human-edible products.


Economy

The cotton plant's raw product is cloth, which has a market value of 1.9 silver. The refined 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.