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It allows pawns to manually sow grass for grazing.
Rimworld devilstrand vs cotton mod#
Sowable grass: A toggleable option powered by the VE Framework, you'll find this option in its mod options.Either Recon+ armor for insulation, or if Im lacking in plasteel a Devilstrand Duster. Standard or Flak helmets for folks to prevent headshot deaths from random 'whoops 1 chance of bullet to brain' Later game Devilstrand or Thrumbofur/Hyperweave (When available) for clothes. Efficient sowing: The AI for how pawns clear and sow fields with seeds has been optimized to reduce hauling overhead. If Devilstrand is available, use it for Dusters as extra armor.Options menu: Added mod options to adjust the difficulty and toggleable features.
Other jobs the old bench was once responsible for, such as weaving and drug processing, have been delegated to other vanilla benches.
Seed processing spot: The plant processing bench has been replaced with the seed processing spot, which is just a spot you can place on top of any stove to augment its functionality. Edible seeds: In order to deal with unwanted seeds, they are now considered an edible item, similar to hay, with a small nutrition value of 0.02. New textures: Seed textures have been replaced with CitizenKanye's replacements. As well, much of the codebase has been completely rewritten. General optimizations: Memory consumption has been reduced by ensuring that only relevant textures are loaded. Recipe consolidation: Instead of there being 1 seed extraction recipe per plant, there is now a single, universal seed extraction recipe. Edit: I wouldn’t be surprised if the wiki has a good bit of info on whether or not these are profitable industries. If you are on a cold climate you could do Devilstrand with sun lamps, as long as you have the level 1 psycast Solar Pinhole you can’t lose the crop to solar flares/cold snaps. Below is a summary of some of the highlights: Cotton is gonna be power and space intensive. Features in this forkFor a detailed list, please see this thread.