Difference between revisions of "Devilstrand mushroom"
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== Growing == | == Growing == | ||
− | Devilstrand has a base growing time of 22.5 days, needs a minimum soil fertility of 50%, and has a fertility sensitivity rating of 100%. Devilstrand can also only be sown by level 10 growers and above, and once the [[research#Devilstrand|Devilstrand]] research has been completed. Due to its long growing cycle, in many biomes it needs to be planted in a [[greenhouse]]. The following table details how long it takes for devilstrand to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions: | + | Devilstrand has a base growing time of 22.5 days, needs a minimum soil fertility of 50%, and has a fertility sensitivity rating of 100%. Devilstrand can also only be sown by level 10 growers and above, and once the [[research#Devilstrand|Devilstrand]] research has been completed. Devilstrand mushrooms will begin dying to cold exposure at about 14 degrees F (-10C). Due to its long growing cycle, in many biomes it needs to be planted in a [[greenhouse]]. The following table details how long it takes for devilstrand to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions: |
{{Grow Table}} | {{Grow Table}} |
Revision as of 00:42, 5 August 2024
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Devilstrand
This fragile mushroom was genetically engineered to produce a silk net that is both difficult to tear and soft to the touch. While the mushroom takes a very long time to grow, only exotic ultra-tech fabrics outperform its devilstrand fibers.
Some say it's called devilstrand because of its red color. Others think it owes its name to the greed it inspires in people.
Base Stats
- Type
- Plant – Domesticated
- Beauty
- 0 (1)
- HP
- 85
- Flammability
- 100%
- Path Cost
- 14 (48%)
Ingestion
- Nutrition
- 0.2
Plant Stats
- Time to grow
- 22.5 days (41.54 days)
- Work to Sow
- 400 ticks (6.67 secs)
- Work to Harvest
- 200 ticks (3.33 secs)
- Min Skill
- 10 Plants
- Min Fertility
- 70%
- Fertility Sensitivity
- 100%
- Min light to grow
- 50%
Creation
- Required Research
- Devilstrand
- sowTags
- Ground
Devilstrand mushroom is a player-growable production crop with a low yield, and very long growing cycle. Can't be sown in hydroponics, and is entirely immune to blight. Mature devilstrand yields 6 devilstrand.
Growing
Devilstrand has a base growing time of 22.5 days, needs a minimum soil fertility of 50%, and has a fertility sensitivity rating of 100%. Devilstrand can also only be sown by level 10 growers and above, and once the Devilstrand research has been completed. Devilstrand mushrooms will begin dying to cold exposure at about 14 degrees F (-10C). Due to its long growing cycle, in many biomes it needs to be planted in a greenhouse. The following table details how long it takes for devilstrand 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] | 59.34 | 41.54 | 29.67 | N/A |
Base Yield/day[2] | 0.1 | 0.14 | 0.2 | N/A |
- ↑ Actual days to grow, taking into account rest time.
- ↑ Per plant, assuming Crop Yield Multiplier of 1.0.
Note that Difficulty settings change the Crop Yield Multiplier.
Economy
Devilstrand's raw product is devilstrand, which has a market value of 10 silver. The refined product with the largest profit margin is a duster, having a -22.56%[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 | 0.72 | 1.03 | 1.44 | - |
Refined | 0.56 | 0.8 | 1.12 | - |
Unlike cloth dusters, you'll actually be better off selling devilstrand than 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.
Generally, you can't generate a profit from devilstrand dusters unless you have at least a level 15 crafter doing the tailoring - and even then, cloth dusters would still be leaps and bounds better for economic purposes.
Gallery
Version history
- 1.3.3066 - Nutrition increased from 0.15 -> 0.2