![]() If I loose 1000’s of cloth be it crops or a stack in storage I don’t really care. The fact it's very flame-resistant for countering pesky mechanoids and imps is the icing on the cake. grow cloth, make dusters, trade for devilstrand, make devilstrand dusters. CR All Mods and Tools Download Link CR Total Texture Overhaul : Gives RimWorld a Natural Feel CR Moddable: make RimWorld more moddable. In exchange for a small of the proceeds, the ally will. It's pretty annoying when you desperately need components and you keep getting guys trying to hock uranium Spears for 35,000 silver :p I hope they overhaul trade: Finders Fee: when trading, you can ask the ally to help find an item you want to buy or sell. Can even research devilstrand right off the bat as a neolithic tribe if you want. Right now many players are at the mercy of traders that only buy X and sell Y. Either way, kind of unreliable and best to save for equipping only a few colonists or making a few pieces of super-snazzy furniture while devilstrand can equip most of it not your entire colony within a couple years. Let's play Rimworld Ideology 1.3 this series is just trying to complete this game with our playthrough as cowboys living the dream, we're crushing this serie. Or farming them to breed for their fur, which will take a long time and a lot of food. Unless you're using some mod to grow it or something, hyperweave only shows up on some traders and usually in small to modest amounts, while thrumbofur requires getting lucky and having thrumbos show up and then getting them downed without ruining that lovely fur. Hydroponics have 230 fertility compared to 140 from fertile soil, so plants will grow faster. Devilstrand dusters are just the perfect storm, they are early research, using free materials that happen to also have great coverage and good stats. The reason they are so popular is because they can be made cheaply with easily obtainable materials. 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. People often say, 'devilstrand dusters, duh' But protection alone isnt why they are so popular. A number of traders will buy it that won't buy other textiles, so you can offload it quicker as well.īut yeah, like everyone else has said, devilstrand is relatively easy to get a hold of as long as you have more than enough planters and good soil to feed your colony. There isnt much soil deep in the mountains. At legendary rarity, it even has 200 sharp armor, protecting your head from most attacks in the game. If I remember correctly, cloth is better as a cash crop if you're just selling it as is. The cataphract helmet is the best headgear in RimWorld, and there is no disadvantage in wearing one. You can swap over from the single colours to this bundle without any items disappearing. Adds 7 coloured variations of devilstrand All have the same stats as normal devilstrand and are unlocked by the same research, as vanilla as you can get. Basically, you have 3 layers of clothing. For people who want more colour options but dont want to use palette mods, etc. For clarity, look at the body chart here. There are 3 flak components you can wear at the same time: Pants, vest, and jacket. Cotton is fine for recipes that require it but for clothes I think of it as one of the last options, you have nothing better to make clothes out of. Everyone seems to be viewing this as either devilstrand duster or flak vest, but you can have both It's devilstrand duster vs flak jacket you can't have on at the same time. If the devilstrand grows normally, start adding mods until it breaks.Originally posted by Jack Reaver:Devilstrand is so powerful that dusters made from the stuff can beat out flak jackets. My suggestion would be start a new game, no mods, run Dev mode and setup a similar room and see what happens. but something is actively killing your devilstrand. The room looks good in terms of temperature, roof etc. I tried uninstalling my sunlamp to see if some mod changed the way devilstrand works but no dice, they start dying because of lack of light. I reviewed my list and can't think of anything that would be causing this. Generally either light gameplay modification or QOL. I wouldn't say I'm running a *lot* of mods compared to a lot of the community but maybe I have a skewed perception. The deterioration notice is for corpses and other things left outside.
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