RimWorld Devilstrand Planner (1.6) | Greenhouse, Timing & Power Tool
RimWorld 1.6 Poster Tool
RimWorld Devilstrand Planner (1.6)
Plan a fast, safe, power-efficient devilstrand greenhouse without guessing. Use the quick build below for the first room, then adjust soil, temperature, greenhouse count, and apparel targets in the calculator.
Quick-Solution Build
11x11 Sunlamp Greenhouse
Coverage
100 grow tiles
Growth Window
06:00-19:12
Research Gate
Devilstrand
Sowing Gate
Plants 10+
Build Order
- Roof an 11x11 interior over soil, rich soil, or stony soil and center one SunLamp.
- Add a 1-tile airlock, then hold the room above the practical growth band before sowing.
- Restrict sowing to a Plants 10+ colonist after researching Devilstrand.
- Use rich soil first if you have it. Yield per plant stays 6; only the real-time wait changes.
- Do not use hydroponics for this in vanilla. Devilstrand is a ground crop, so basins will not list it.
Bill of Materials
- Sun lamp: 40 steel.
- Shell: stone walls, 2 doors, and a 1-tile airlock buffer.
- Power: conduits, 1 battery per greenhouse, and steady generation sized for ~1.6kW average lamp draw.
- Climate: 1-2 heaters or 1-2 coolers depending on biome.
Fastest vanilla answer: one lamp over rich soil is the cleanest speed upgrade. You get the same harvest size, just with a shorter wait between cuts.
Interactive Calculators
RimWorld 1.6 Values
Timing & Yield
0C
21C
Est. Real Harvest Time
~29.2 days
Yield Per Full Harvest (100 Tiles)
~600 devilstrand
Selected Apparel Per Harvest
~7 dusters
Rich soil is the fastest vanilla ground. Stony soil still works, but the wait gets long enough that power and event losses hurt much more.
Power & Economy
Total Daytime Power Draw
2900W
Recommended Buffer
1 battery + ~1.8kW steady
Plants Needed For Target
14 plants
One greenhouse on rich soil finishes a full cycle in about 29.2 days, enough raw fiber for 7 dusters before quality rolls.
Plant Stats (Vanilla)
1.Research: unlock devilstrand before you zone the field.
2.Min skill: you need Plants 10 to sow it.
3.Base grow time: 22.5 days before fertility and daily rest are applied.
4.Yield: 6 devilstrand per plant.
5.Vanilla rule: plant it on ground, not in hydroponics.
6.Minimum fertility: 50%, so stony soil is valid even though it is much slower.
Sunlamp Coverage
1.Coverage: one centered lamp handles about 100 grow tiles.
2.Peak draw: 2900W while the lamp is on.
3.Growth window: plan around roughly 06:00-19:12.
4.Practical takeaway: the lamp already matches plant hours, so the real win is stable temperature and reliable power.
Seasonal Risks
Cold snap
Rain short
Solar flare
1.Cold: once the room drops out of the normal growth band, your estimate stops meaning anything. Double-wall cold maps and pre-heat early.
2.Rain: outdoor lamp gimmicks can short out, so roof the lamp or keep the room fully enclosed.
3.Solar flare: hydro mods become far more fragile than soil greenhouses because both the lamp and basins go dead together.
Modded Paths & Troubleshooting
Vanilla / Modded Split
Why It Won't Sow
- Plants skill below 10: the field will sit empty until a better grower handles it.
- Hydro basin selected: devilstrand is not a vanilla hydroponics crop.
- Wrong room priority: a low-skill pawn can keep grabbing the sowing job and never start it.
- Bad temp/light: even if the zone exists, sowing into a dead room is a waste of work.
Why It Feels Stuck
- 94% is normal: the plant rests daily, so end-of-cycle waits feel longer than the listed grow days.
- Power flicker: every outage eats into a crop with already-long cycle time.
- Open-air lamp: current sun lamps still short in rain, so keep the field roofed or roof the lamp tile.
- Event loss hurts more: because the cycle is long, devilstrand punishes sloppy temperature control much harder than rice or corn.
When Hydro Mods Make Sense
- Mountain or ship interiors: you need tighter density than soil can provide.
- You accept risk: each basin adds power tax and makes outages more catastrophic.
- You want control: hydro layouts are cleaner for compact, staggered cycles.
What Still Doesn't Change
- Research gate: you still need the devilstrand research before vanilla sowing rules are bypassed.
- Plants skill: the sowing gate remains a real colony bottleneck.
- Sun lamp math: the main 2900W daytime spike stays the same even if your basins are modded.
Recent 1.6 Patch Window
| Date | Patch Note | Practical Impact |
|---|---|---|
| 2025-07-11 | Odyssey launched alongside free update 1.6. | No direct devilstrand rewrite, but current greenhouse planning assumptions belong to the 1.6 era. |
| 2025-07-29 | Update 1.6.4535 bugfix pass. | Stability and polish; no special greenhouse rule change surfaced in this planner. |
| 2025-10-31 | Update 1.6.4630 follow-up fixes. | No direct devilstrand rule change of note for this planner; the advice stays in the same 1.6 patch family. |