Why is Devilstrand so hard to grow!

Started by mew_the_pinkmin, October 01, 2016, 11:18:23 AM

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mew_the_pinkmin

Devilstrand takes far to long to grow to be very profitable. plz say how to grow the devilstrand. Also it should give a mood+ for wearing 'expensive/luxurious' items.
NoBadOrganThoughts        BigBatteries        PlantSaver

carbon

It's not really a cash crop. It's a "Hey, I survived a sniper round to the heart!" crop.

I doubt a mood buff is warranted. The plant is ugly and the fabric itself is likely just a red-tinted kevlar-esque material. Practical, but not pretty.

mastamage

Quote from: carbon on October 01, 2016, 12:20:28 PM
It's not really a cash crop. It's a "Hey, I survived a sniper round to the heart!" crop.

I doubt a mood buff is warranted. The plant is ugly and the fabric itself is likely just a red-tinted kevlar-esque material. Practical, but not pretty.

oh....
well that is a good reason to make it a slow grower in my opinion

i grew one batch of devilstrand atm, need to make it into clothes still, but im having power problems and a volcanic winter. i have a greenhouse prepared for cases like this but it relies on solar power -> derp

Drazhya

It isn't any more work per tile from your colonists, just a very long time to grow. So plant huge amounts of it. I got hundreds of tiles of it and everyone is fully clothed with it.

Of course, this won't work on, say, ice sheets. Can't grow them in hydroponics, so you'd need gravel. There's not a lot of it, and you'd need to wall and heat each patch. But in temperate climates, just plant as much as you want to harvest.

Biggest problem with devilstrand is that it wears out very quickly in firefights. Even brand new clothing can become tattered after only a few hits.

Shurp

Devilstrand grows fine in tundra.  Not exactly a "temperate climate" :)  But yes, you need lots of greenhouses.
If you give an annoying colonist a parka before banishing him to the ice sheet you'll only get a -3 penalty instead of -5.

And don't forget that the pirates chasing a refugee are often better recruits than the refugee is.

b0rsuk

#5
This is my year 5500 devilstrand (first year):


Devilstrand is very tightly balanced and to get it in the first year, you really have to know what you're doing. Basically your only chance to grow it outdoors is with early harvest. You can harvest prematurely once it passes the 65% grown threshold. Then you either grab what you can, or build room above it and put a sunlamp.

This is the tribal scenario. It's on rich soil. I constructed door in a ruined building and ordered two tribals to research devilstrand immediately. One guy was level 6 with passion, another 5 with no passion. Around 3 days later I had it researched. Naturally, you must start with a skill 9-10 grower. You may be able to train a level 9 grower by planting the other stuff: healroot, cotton, potatoes, corn etc. I had one short eclipse. With tribals, you generally can't get electricity in year 1 unless you really dedicate your researchers and colony development.

The colony design looks odd because it's melee colony (and a poison ship just dropped, yay!)

Jovus

Quote from: Drazhya on October 01, 2016, 03:15:25 PM
Biggest problem with devilstrand is that it wears out very quickly in firefights. Even brand new clothing can become tattered after only a few hits.

You say problem, I say perk. Every point of damage soaked by clothing is a point of damage not soaked by colonists.

PotatoeTater

Quote from: Jovus on February 27, 2017, 02:42:49 PM
Quote from: Drazhya on October 01, 2016, 03:15:25 PM
Biggest problem with devilstrand is that it wears out very quickly in firefights. Even brand new clothing can become tattered after only a few hits.

You say problem, I say perk. Every point of damage soaked by clothing is a point of damage not soaked by colonists.

Clothes can be replaced, colonists cannot (so to speak). I would much rather have to make 30 new shirts over recruiting 30 replacement colonists.
Life is Strange

b0rsuk

It was a 30 day growing zone in temperate forest. Exactly on the day growing period formally ends a cold snap hit, and apparently plants die at -10*C. I have plenty of time to research something for the poison ship. No plants will grow until spring anyway.

I harvested 453 devilstrand, giving me enough for 5 dusters, so my DPC is 64.

Andy_Dandy

Quote from: mew_the_pinkmin on October 01, 2016, 11:18:23 AM
Devilstrand takes far to long to grow to be very profitable. plz say how to grow the devilstrand. Also it should give a mood+ for wearing 'expensive/luxurious' items.

Devilstrand has other very strong usefull traits for clothing. You seem to forget about that. It's not all about selling prices.

b0rsuk

I think devilstrand doesn't stand out as much as protective fabric because
1) most colonists start with synthread, which is nearly as good,
2) leather is halfway decent and cheap to get.

So, while devilstrand can be researched QUICKLY, it really takes off in older colonies where synthread had time to wear away.

It makes sense to plant cotton early and craft replacement gear, saving synthread jackets for raids.

Anxarcule

Devilstrand is amazing and all my colonists wear devilstrand gear - it's protection value is top-notch (aside from hyperweave and maybe rhino/thrumbo hide).  While it does degrade somewhat quickly, a good crafter can produce higher quality clothing that degrades slower and it is a replenishable resource unlike synthread/hyperweave. 

b0rsuk

As a tribe, tribalwear becomes obsolete much faster so you should jump into devilstrand as soon as you can.

Trigon

I've definitely had times where devilstrand is the difference between life and death. A button down shirt, plus a duster can help your colonist soak a load of hits, I haven't tested it enough to see how it stacks with power armor.

It really shines in hot biomes though where you can plant a bunch off somewhere further out and just let it grow for the better part of the year. Preferably planted just after summer.