

- #Rimworld devilstrand grows too slow full#
- #Rimworld devilstrand grows too slow mods#
- #Rimworld devilstrand grows too slow plus#
- #Rimworld devilstrand grows too slow series#
I want to have all my colonists with really durable dusters and shirts, flak vest/pants and advanced plasteel helmets.įor money im making massive amounts of drugs, Two full fridges with plants and 120 fermentation barrels in my greenhouses, Im producing 3000 beer per batch. 100 Deterioration Rate 3.0 Flammability 40 Rotatable False Path Cost 15 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. I mean for clothings, Im going to use dusters and shirts for around 50-70 colonists, 22000 devilstrand is enough to make two sets of each for every colonist for when they degrade with use. It does make great clothes to outfit you colonists with though, I'm not sure you'd need 22000 of it for that. The Flak Jacket is comparatively cheaper timewise, costing only the crafting time of a component. If by "venture" you meant money making, devilstrand is literally the worst plant to grow in the game for making silver, both because of the time required to grow it and the low gains you get using it for production compared to cloth. Devilstrand requires you to not only research it, but also reserve a large portion of farmland to grow it (or buy it which is disgustingly expensive), have 1+ level 10 Plants growers, AND have a long enough growing period/invest in some Greenhouses. I'm guessing when you started it in January the temps were still below ideal and it was growing at a slower rate for a while, and a summer heatwave can add a few more days as well. On most maps you would want a greenhouse to grow it so you can keep the temperature stable for the duration. But that little alcove will keep me good on cotton/healroot for a long time. Personally I'd just take Skylights to save on power requirements.Originally posted by Astasia:Ya the real grow time for devilstrand is like 40 days on normal soil, 60 days on gravel, at perfect temperatures. Unfortunately the map didnt give me any good fertile soil, so Ill have to set up a roofed pathway to a wide area if I want to get into like Devilstrand in large quantities or something. Vanilla sun lamps are available at start unless you're tribal. Just note that the VE ones are locked behind some research Gas Extraction for the former, and the other is a bit further down the tech tree. Might go with the vanilla expanded one cuz i dont really wanna make a outside for the zombies to be able to know where i am when they spawn. Ideology has nutrifungus that doesn't want light, which can be useful if your pawns love or are at least tolerant of eating fungi. Skylight in particular doesn't need research, just some investment in steel to make glass panels I've used it for a long time now and it certainly makes indoor farming much easier.
#Rimworld devilstrand grows too slow mods#
With mods like Dub's Skylight you could build glass ceilings which allow sunlight to pass through. You could also unroof not more than 25% or so of a room to give you a bit of growing space, but it's not really feasible for large scale indoor farming. Once, long ago in old versions it was definitely worth it but not since nerfs. Seems a natural one to sell for around a dollar each I can easily empty a traders silver. Hydroponics have 230 fertility compared to 140 from fertile soil, so plants.
#Rimworld devilstrand grows too slow plus#
Plus as others have pointed out, Hydroponics are way better at growing crops than even the best, most fertile soil you can find on the map. There isnt much soil deep in the mountains.
#Rimworld devilstrand grows too slow series#
The Vanilla Expanded series also provides a gas powered version and one that's less energy demanding. Cotton just builds up like crazy cant use it nearly as fast as I can grow it. Growing speed can be another advantage, depending on whether you need that or not.

In vanilla you can build sun lamps that eat up a lot of power to give you a small growing zone to work with. Originally posted by Vermillion Cardinal:There are a few options. It takes about 45 days, and can only be planted in soil by a colonist possessing 10 or more skills in plants.
