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.

how to make devilstrand rimworld devilstrand plant icon Grow days: 22.5
how to make devilstrand rimworld sun lamp icon Sun lamp: 2900W peak
how to make devilstrand rimworld hydroponics basin icon Vanilla hydro: no devilstrand
how to make devilstrand rimworld duster icon 1 full lamp harvest: ~7 dusters
how to make devilstrand rimworld devilstrand quick build icon Quick-Solution Build 11x11 Sunlamp Greenhouse
how to make devilstrand rimworld greenhouse blueprint for the 11x11 setup
A single 11x11 interior with one centered sun lamp covers roughly 100 grow tiles and is the cleanest first devilstrand room.
Coverage 100 grow tiles
Growth Window 06:00-19:12
Research Gate Devilstrand
Sowing Gate Plants 10+

Build Order

  1. Roof an 11x11 interior over soil, rich soil, or stony soil and center one SunLamp.
  2. Add a 1-tile airlock, then hold the room above the practical growth band before sowing.
  3. Restrict sowing to a Plants 10+ colonist after researching Devilstrand.
  4. Use rich soil first if you have it. Yield per plant stays 6; only the real-time wait changes.
  5. 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.
how to make devilstrand rimworld calculator icon 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.

how to make devilstrand rimworld plant stats icon 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.
how to make devilstrand rimworld sun lamp coverage icon Sunlamp Coverage
how to make devilstrand rimworld sun lamp coverage diagram
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.
how to make devilstrand rimworld seasonal risk icon 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.
how to make devilstrand rimworld troubleshooting icon 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.