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{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}
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{{Define|Plant
{{Infobox main|plant
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| category = [[Wild Plants]]
| name = Cotton plant
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| description = Yields cotton, a fine plant fiber used to make cloth.
| image = Cotton plant a.png
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| def name = PlantCotton
| description = A mid-size crop that yields fine white cotton fibers. These are used to make cloth.
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| Harvested Product = cloth
| type = Plant
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| In Ground = true
| type2 = Domesticated
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| Hydroponic = true
| path cost = 14
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| default color = (255,255,255)
| blockswind = false
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| graphic class = Graphic_Random
| hp = 85
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| graphic path = Things/Plant/CottonPlant
| flammability = 1
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| label = cotton plant
| beauty outdoors = 1
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| parent name = PlantBase
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| path cost = 10
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| rotatable = false
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| selectable = true
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| use hit points = true
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| max hit points base = 85
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| beauty base = 0
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| flammability base = 0.8
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| harvest yield = 10
 
| grow days = 8
 
| grow days = 8
| sow work = 170
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| fertility min = 0.7
| harvest work = 200
 
| product = cloth
 
| yield = 10
 
| min fertility = 0.7
 
 
| fertility sensitivity = 1
 
| fertility sensitivity = 1
| nutrition = 0.2
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| real grow days = 13.82
| sowTags = Ground, Hydroponic
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| nutrition per day = 0
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| nutrition per day (70) = 0
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| nutrition per day (140) = 0
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| nutrition per day (280) = 0
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| market value = 1.9
 
}}
 
}}
{{Info|The '''cotton plant''' is a player-growable production crop with a moderate yield and slightly longer growing cycle. A mature cotton plant yields 10 [[cloth]].}}
 
  
== Growing ==
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All information here is up-to-date as of Alpha 17b.
Cotton plants have a base growing time of {{P|Grow Days}} days, need a minimum soil fertility of {{#expr:{{P|Fertility Min}}*100}}%, and have a fertility sensitivity rating of {{#expr:{{P|Fertility Sensitivity}}*100}}%. The following table details how long it takes for cotton plants to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
 
{{Grow Table}}
 
  
== Economy ==
 
First, be aware that the cotton plant's raw product is "[[cloth]]".  There is no intermediary product or process, no bales of raw cotton which then need to be cleaned, spun, woven, etc. - in Rimworld, cloth comes off the plant ready for the tailor, sitting in big piles out in your cotton fields.
 
  
Cloth has a market value of 1.9 [[silver]]. The final product with the largest profit margin is a [[duster]], having a 1.32%<ref>70% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.</ref> profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:
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{{Info|The cotton plant is a player-growable production crop with a moderate yield and slightly longer growing cycle. A mature cotton plant yields 10 [[cloth]].}}
<div><li style="display: inline-table;">
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==Growing==
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Cotton plants have a base growing time of 8 days, need a minimum soil fertility of 50%, and have a fertility sensitivity rating of 70%. The following table details how long it takes for cotton plants to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:
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<div style="float: left;">
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{| {{STDT| c_24 text-center}}
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! Ground Type
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| Gravel
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| Soil
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| Rich Soil
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| Hydroponics
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|-
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! Fertility (%)
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| 70
 +
| 100
 +
| 140
 +
| 280
 +
|-
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! Grow Time (days)
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| 17.49
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| 13.82
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| 10.8
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| 7.23
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|-
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! Base Yield/day<ref>Per plant</ref>
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| 0.74
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| 0.94
 +
| 1.2
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| 1.8
 +
|}
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<references />
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</div>
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<br style="clear:both" />
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==Food Production==
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Cotton plants don't yield any human-edible products.
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==Economy==
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The cotton plant's raw product is cloth, which has a market value of 1.9 [[silver]]. The refined product with the largest profit margin is a [[duster]], having a 1.32%<ref>70% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.</ref> profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:
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{| {{STDT| c_24 text-center}}
 
{| {{STDT| c_24 text-center}}
 
! Ground Type
 
! Ground Type
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| 1.73
 
| 1.73
 
|}
 
|}
</li></div>
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<references />
 
<references />
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Normal quality cloth dusters are actually profitable when compared to [[devilstrand]] dusters. This is because cloth dusters have a higher '''work:ingredient value''' ratio compared to devilstrand dusters; a larger market value gain relative to the total value of the ingredients.
 
Normal quality cloth dusters are actually profitable when compared to [[devilstrand]] dusters. This is because cloth dusters have a higher '''work:ingredient value''' ratio compared to devilstrand dusters; a larger market value gain relative to the total value of the ingredients.
  
== Gallery ==
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{{nav|plant|wide}}
<gallery>
 
Cotton plant immature.png|Immature cotton plant
 
Cotton plant a.png|Mature variant A
 
Cotton plant b.png|Mature variant B
 
</gallery>
 
 
 
== Version history ==
 
* Beta 19/1.0 - Min fertility 50% -> 100%.
 
 
 
{{Nav|plant|wide}}
 
 
 
[[Category:Plants]]
 
 
[[Category:Domesticated plants]]
 
[[Category:Domesticated plants]]

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