Fabric spun from microfibers extracted from silk-producing Devilstrand mushrooms. Very tough, but insulates no better than cloth.Type – Stack Limit 75Base Stats 3 0.4 5.5 0.3 100Stat Modifiers ×0.36 ×3 ×1.4 ×20 ×24 ×1.3Devilstrand is a valuable fabric obtained by planting in a, trading, or through random drops. The devilstrand mushroom was genetically engineered to produce a high quality silk net. Its name comes from the greed it inspires in people. RimWorld FAQ Modding FAQ Non-Official Discord. Rules: Follow standard reddiquette. Maintain an atmosphere of respect and never personally attack anyone. No self-promotion. Posts must relate to RimWorld. No low-effort posts. If you post a screenshot, please point out what you want people to look at in the image or explain in the comments. The Hurley Phantom Hyperweave Doom Board Shorts are made of stretchy, quick-drying fabric for endless comfort in the water. They feature an adaptive waistband that reacts to your every move without slowing you down. 18' length allows full range of motion. P60 fabric provides 60% stretch for more flexibility. Neutroamine is a hard resource to come by in RimWorld, but here's how you can get your hands on it. Covering The Best In Video Games, Esports, Movies and Geek Culture. It is an extremely strong fabric, generally better and more valuable overall than and.Devilstrand makes a good mid-late game fabric, as it provides good protection and can be farmed, unlike. It is less insulating than anything else but cloth. For insulation, it is recommended that you use instead.It is a mediocre cash crop. While netting large amounts of money with each harvest, it takes very long to grow, so it isn't really profitable versus faster growing crops. To add to its slow growth, only growers with a minimum skill of 10 may sow it. Devilstrand may also be crafted into apparel or then sold, though both require quality higher than Normal to be more profitable than just selling the fabric. Use your highest skilled craftsman or constructor in that field to maximize profits. With a combination of Questionable Ethics, EPOE, Genetic Rim, My perfect soldier program has been completed.I found a caravaneer with Quick Sleeper, Transhumanist, Psychopath and decided they'd be a good candidate. I arranged for an accident that would hospitalize them and took their DNA Sequence while they were unconscious then sent them on their way none the wiser. While the clone was cooking I forced a prisoner to train their combat skills up to twenty, scanned their brain, and disposed of them. At the same time a full suite of synthetic organs and advanced bionics were put together including an advanced power claw and an exoskeleton. On top of that I cooked up a thrumbo skin implant to up their durability and a set of venemous fangs just to ruin everybody's day. I stockpiled about a year's worth of luciferium and have a standing order to buy more whenever it's available and actually managed to get a set of legendary hyperweave clothes to wear under a legendary suit of power armor while she waves around a legendary charge rifle. It wasn't originally for her but she also has a Thrumbolizard to ride into battle.Her name is Bramble, she is valued at 55k without counting the 12k worth of gear she carries. She is senselessly dangerous. I can't wait for a guy whose never held a gun before shoot her directly in the brain. The thing I always wonder with games like this, how much do you plan ahead when it comes to construction, and how much pre-final construction do you do? That is, do you build a bunch of cheap shacks for early stuff like dining rooms and basic housing before you start on your full compound, or do you get the most basic shit together and then let them eat off the floor until your cozy lodge is put together. I guess I can always disassemble the shacks, but this has bugged me ever since dwarf fortress where it felt like early survival construction made my fort look ugly once it was established. The thing I always wonder with games like this, how much do you plan ahead when it comes to construction, and how much pre-final construction do you do? That is, do you build a bunch of cheap shacks for early stuff like dining rooms and basic housing before you start on your full compound, or do you get the most basic shit together and then let them eat off the floor until your cozy lodge is put together. I guess I can always disassemble the shacks, but this has bugged me ever since dwarf fortress where it felt like early survival construction made my fort look ugly once it was established. I generally try to build in three phases. Phase 1 is usually just a bunch of connected shacks thrown up against a rock wall, environmentally controlled to the point that nobody dies. I usually play on stupidly cold ice sheets, so that mostly means airlocks and fires. Phase 2 expands those shacks into something defensible and livable (furniture, more recreation, etc.) to support research and construction of the Phase 3 compound, which is in a separate location and built on an actual grid. Then I remove everything useful from the Phase 1-2 shack complex, fill it with traps and abandon it. The raiders burn it down eventually and then I don't need to look at it anymore. The thing I always wonder with games like this, how much do you plan ahead when it comes to construction, and how much pre-final construction do you do? That is, do you build a bunch of cheap shacks for early stuff like dining rooms and basic housing before you start on your full compound, or do you get the most basic shit together and then let them eat off the floor until your cozy lodge is put together. I guess I can always disassemble the shacks, but this has bugged me ever since dwarf fortress where it felt like early survival construction made my fort look ugly once it was established. I've basically done the same thing I did for Dwarf Fortress, Modular designs that can be easily repurposed. I make 13x13 buildings that can be used as is or divided into pieces. Identify the first block and build 4 adjacent 7x7 rooms. The first one becomes a stockpile for the stuff threatening to deteriorate or be devoured other stuff gets an outdoor stockpile I'll later build a structure around. 2nd becomes the dormitory, 3rd becomes the dining area, and then the fourth becomes either a cooking space or the first individual room depending on how quick the group's construction skills are letting us expand and how quick people are threatening to lose their shit sharing a dormitory. Since the basic shape of the building is always going to be fine it's just an issue of moving furniture and workshops when I decide to repurpose space be better elsewhere. I plant my base out from the start. Usually by measuring out a (10+23)x25 area, if I remember the measurements correctly (it's hard without finger memory!). I then start by separating the 10x25 part into two - one of these becomes the first storage area. This is also where all colonists sleep until further notice.As I start building the other half of the 10x25 (which, when both halves are done, will be the cupboard-cum-freezer and general storage respectively) I also start building simple cafeteria furniture in the huge 23x25 part. Once both storage rooms are walled and roofed I start walling the larger room. When built, the large room will serve as everything I need in the early game - guest room, hospital, kitchen, dinner room, crafting room, sleeping dorm for every new colonists recruit, and so on.Later on, as colonists get their own rooms and other functions get dedicated space the large area is reshaped into a cafeteria/recreation room with a crafting corner. Later the idea is to expand or make a new area for the crafting part, but I usually never stick to playing the same game long enough that it becomes too crowded, so I can't say with certitude how that works out for me yet.Freezer and storage usually ends up getting an outward expansion as well when needed. I also have a habit of making hallways (and the boiler room) into permanent 'temporary' storage space for less important items and/or resources.So yeah. All my games usually uses that lay out. I feel like a complete bore for not being more experimental now. I don't do this for Rimworld, but when I play DF I usually endeavour to make my initial dwelling (dorm + dinner hall + storage) placed as such that it will later work as my 'uppermost barracks'. This is where I want my crossbowdwarves to hang out (and maybe a squad of melee dwarves once there's enough people to field several squads) so they're close to action and can quickly respond to ambushes or other things that happen on the surface.The leftover storage rooms are converted to training rooms and/or archery ranges, but also where I usually start my first farming plots. Are you referring to relation decay that goes on? There's a mod that eliminates it entirely, and one that cuts it by 90%. (I prefer the latter.)Eliminate:Reduce:Also on the mod front, since I didn't see any others mention it I would like to give a plug to Weapon Tech. Generally doesn't play well with other weapon mods unless you are willing to do some fiddling with others' research requirements, but it revamps the weapon progression to be much more natural. Start with smoothbores, go to levers and bolts, get modern weapons, then move to sci-fi stuff. They're generally balanced so that things aren't always straight upgrades (e.g. An old large-caliber gun has a lot of damage and stopping power but little armor penetration, gauss is focused on penetrating power armor, while modern 5.56 or 7.62 is a good all-rounder).It additionally adds a large pile of non-craftable weapons that are more or less sidegrades to the categories you can craft, each named in the Rimworld style. The 'Rugged Assault Rifle' is an AK. Damage and penetration are based on type of bullet, so two 7.62 assault rifles will generally have the same damage and penetration, just handle differently.As to the ongoing topic, I find it spices things up to do it a little different each time. Lately I've been sticking with riverside settlements in swampy areas, making expansion & landchoice much more interesting. Lacking any large areas one can build on (at least until you get later bridge building), and not being able to do a standard 'roman fort' sort of standardized construction, gives some more individuality to the place.Having that inefficient and ugly layout seems appropriately Rimworld. The thing I always wonder with games like this, how much do you plan ahead when it comes to construction, and how much pre-final construction do you do? That is, do you build a bunch of cheap shacks for early stuff like dining rooms and basic housing before you start on your full compound, or do you get the most basic shit together and then let them eat off the floor until your cozy lodge is put together. I guess I can always disassemble the shacks, but this has bugged me ever since dwarf fortress where it felt like early survival construction made my fort look ugly once it was established. For Rimworld there are some chains of buildings that naturally want to be together, often in a specific order. So for example, chaining together dining area/rec room - kitchen/butcher - fridge - clothier/textile stockpile - med storage/drug lab - hospital. The butcher wants to supply both the fridge and the clothier, while the drug lab wants to take cloth from the textile stockpile and materials from the med storage. The hospital wants both food and meds. Build it on the side of your colony that has the farms and most of the workers there should be able to do their jobs without leaving the general area. IIRC the other big chain is that you want to build most of your workshops all in one room with easy stockpile access since they can all share tool cabinets. Materials stockpiles - workshop - finished goods stockpile - clothier/textile stockpile would be one way to do it, and that connects it nicely to the organic chain.Keeping all this in mind you can sort of divide up the colony in advance between organic workplace, inorganic workplace, living areas. As long as the stockpiles are vaguely organized at the start moving them a few tiles wherever is fast enough. Most things in Rimworld (power, main entrance, walls, trading area, stables) can go about anywhere and it doesn't matter. You can build the main buildings free standing with some space between them, and then build walls that connect them all. You can even build indoor areas within the walled compound. Essentially pretending that every building is now just a room in a larger building and you meant it that way from the start. I tried to take a pod-based single-jump shortcut last playthrough with a measelly 20 colonists, just to get myself a 10 day headstart and it was a fucking nightmare. Loading the pods was a complete clusterfuck. And my experience with pods in a playthrough previous to that (where I tried to set up trade networks with multiple towns using leapfrog transport pod stations) basically establishes that 'leapfrogging' pods becomes exponentially more expensive with each successive jump. Unfortunately, given the logistical limitations of the game, transport pods are basically 'small load' solutions at best.And even then, somebody still has to cross that damn desert and fight those damn pirates, because it's bigger than pod-range. I tried to take a pod-based single-jump shortcut last playthrough with a measelly 20 colonists, just to get myself a 10 day headstart and it was a fucking nightmare. Loading the pods was a complete clusterfuck. And my experience with pods in a playthrough previous to that basically establishes that 'leapfrogging' pods becomes exponentially more expensive with each successive jump. Unfortunately, given the logistical limitations of the game, transport pods are basically 'small load' solutions at best.And even then, somebody still has to cross that damn desert and fight those damn pirates, because it's bigger than pod-range. Are you suggesting we raid our way across the landscape?But yes, my calculations included BUYING supplies at every town we pass along the way, because even now money is plentiful, and probably will be even moreso in 7 years. Well, I don't own a copy of the game, nor have I ever played it, so I can't say exactly how the mechanics work. But I was thinking more along the lines that you have a dozen or two of your toughest guys, all equipped to the max. Rimworld How To Get Hyperweave On IphoneWhy not work with that? Plot a course to the ship which stops by some settlements along the way where you 'persuade' the inhabitants that their best course of action is to be somewhere else, and to leave their food supplies for us to make use of.' Raiding' is such a coarse term, perhaps one could consider it more along the lines of a 'spirited negotiation to the sound of charged rifle fire'? A deeper explanation of how 'leapfrogging' transport pods creates a huge ramping cost curve:Every pod is single use and must be rebuilt and its launcher refueled after every launch. A pod takes 80 steel and 2 components to make. Assuming you're unable to source those requirements at each waystation (which is usually the case), it means the home base will have to ship replacement steel and components (along with chemfuel) along the same chain. One pod can carry a maximum of 300 steel (150kg weight limit). A deeper explanation of how 'leapfrogging' transport pods creates a huge ramping cost curve:Every pod is single use and must be rebuilt and its launcher refueled after every launch. A pod takes 80 steel and 2 components to make. Assuming you're unable to source those requirements at each waystation (which is usually the case), it means the home base will have to ship replacement steel and components (along with chemfuel) along the same chain. Gta san andreas savy. One pod can carry a maximum of 300 steel (150kg weight limit). I have to admit I had to chuckle a bit watching Terrik's pawn shake and convulse as that centipede hit him with EVERY SINGLE SHOT with its heavy pulse cannon. That NEVER happens. Heavy pulse cannons are almost as inaccurate as miniguns, they mostly just shower a 5x5 area at random. But no, when it's TERRIK charging in. Good thing he was wearing power armor. I mean, even the shield belt, had it not decided to not work that time for some reason, would have only blocked 5 or 6 hits, and Terrik got hit like 15 times. I'm still amazed he didn't lose any limbs, eyes, ears, jaw, etc, or get brain damage from the headshot. Jug 3 - A cargo pod with some precious rare hyperweave cloth crashes east of the wall. That's a big deal. Hyperweave can only be made on glitterworlds, and is needed to make synthetic internal organs and synthetic skin (for removing scars from body parts that can't be replaced with bionics, like the torso).Jug 4 - Moffa is attacked by maddened boomrats while out hunting. He kills them, but is set on fire and drops his charge rifle. Which also catches fire. Expensive goof, Moffa.Pictured: Moffa aflame. ![]() Jug 5 - Film Fanatic and Bubble get in a fight in the gaming room. Terrik, SpecialKO, Gas, Charon and Moffa go check out a mineral cache via transport pod. Turns out, there's a pirate outpost there. Manned by Wasabi's mom and Snuffles' dad. They also have turrets and an inciendiary mortar! This might be a tough nut to crack. GasBandit snipes turrets until the two pirates leave their entrenched area to attack. Terrik takes great pleasure in killing Mama Poptart with his sword. Pirate Upgaus tries to hit them with the mortar, but it's raining, and the rain shorts out the batteries and causes them to explode. Gasbandit snipes out the last turret defending the north side, and the party charges. Upagus is downed - but then his mortar explodes and kills him. It doesn't take long after that to take out the remaining turrets. Once the area is safe, Gas patches up the light wounds that were sustained, and Cheesy is sent in a pod with building materials for a temporary camp to exploit the resources of the region. Turns out, 'Safe' might have been a generous appraisal. During the fighting, some of Upagus' mortars struck a nearby ancient crypt. Which cause the cryptosleep caskets inside to eject their occupants. The psychotic men and women within managed to overcome the scythers inside the building by attrition, and the few that lived broke down the door to get out. Seeing the Halforumites, they attack. Gas and SpecialKO manage to take them out while the others are recovering/sleeping. A 35 year old female ninja named Mie is rescued from the crypt. The away team decides to use the now-vacant crypt as their shelter while they are on location.Pictured: Film v. Jug 9 - Dave is out hunting wild muffalo, when the herd turns on him. There are so many they quickly stomp him into unconsciousness. The herd then goes charging at the colony itself, into the killbox. The colonists deal with them there, while Null's dog Bellboy goes and retrieves Dave, and drags him to safety. He is laid up for quite a while. Count and Romeo (Kags and Hylian's foxes) are caught in the crossfire and are wounded, but survive. Though Count loses a leg.Pictured: I hope Dave wore his brown pants today. Jug 10 - Jun installs an experimental animal-type bionic leg on Count, replacing the one that got shot off. A group of pirate sappers stage a surprise attack from the east. They have a doomsday rocket launcher! They fire it through the hole in the wall, causing widespread damage and injury. The pirates are driven off, Gryfter's grandfather is killed and Susy's father is captured. Many colonists sustain burns from trying to fight the massive fire in the east dormitory. Many beds are lost, but the building is saved. There's lots of bandaging and repairing done the rest of the day, and that night, a heat wave begins.Pictured: Count - the cyborg fox. Jug 12 - Just barely getting back on our feet, a group of mechanoids moves in from the north. Despite explicit policy set to not leave the home area, Ravenpoe goes outside and finds a scyther has cut him off from returning to safety. A pig goes berserk and attacks, and Moffa gets caught in the crossfire of the killbox and is downed by the turrets. He sustains several hits to the head and suffers permanent brain damage. Squidley sustains some minor injuries in the firefight with the mechanoids once they arrive at the killbox, but aside from her and Moffa, everyone ends up ok.Pictured: No rest for the weary. Jug 13 - The heat wave ends. Moffa, depressed over his reduced mental capacity after leading such an active, self-sufficient, and productive lifestyle previously, turns to smoking reefer. It overwhelms what brain he has left, and he blacks out and must be carried to bed. There is a procedure that can return Moffa's brain function to normal. But it would require 150 uranium to make the AI chip that would be implanted in his brain. That's a doozy of a decision. Jun successfully uses synthetic skin made from the hyperweave that dropped in a pod to erase the painful scar Zero had on his torso. Gruebeard gets a bionic eye to replace the one that was mangled by the doomsday rocket.Jug 14 - Patrthom is installed with a bionic eye for the same reason as Grue.Jug 15 - The ship now has 23 caskets. The polar bear is still not tame. There's 254 uranium in storage. Do we fix Moffa's brain?Pictured: The social standings at the end of Jugust, 5503.
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