Two distinct textile crops: cotton for a more regular material supply and Devilstrand where the season can support a long crop cycle.
PC / Global, current base game; DLC optional
WHERE & HOW TO FARM
Where to farm
Separate outdoor growing zones near the colony: cotton in a suitable field and Devilstrand only in a warm location with a sufficiently long growing period.
Cotton and Devilstrand both supply textile material, but they demand different planning. Give each its own zone so you can manage sowing and harvest timing independently. Check local temperature, light, and growing season before planting, especially for Devilstrand, whose long cycle makes a short outdoor season risky. Haul the harvested material to tailoring or trade storage and keep enough for colony clothing needs.
Viable growing-zone terrain and adequate crop-specific conditions.
Separate zones set to cotton and Devilstrand respectively.
A Grow-assigned colonist meeting each crop’s minimum skill requirement.
Storage space for textile material and access to tailoring if making clothing.
Place a cotton zone on viable, accessible soil and select cotton in its inspect pane.
Create a separate zone for Devilstrand rather than mixing it with cotton; check the crop information and local season first.
Assign Grow work and keep livestock out of both fields.
Watch temperature and the remaining growing period, especially for Devilstrand; do not expand it if the crop is unlikely to mature.
Harvest mature plants and haul the textile material to a stockpile near tailoring or trade goods.
Use the material for apparel or other colony needs before designating any excess for sale.
Farming tips
Treat Devilstrand as a long-term field commitment; prioritize cotton when you need a more dependable material harvest sooner.
A high Plants skill harvester can improve crop yield, while a broader pool of suitable growers can handle sowing.
Repeat, collect and use
Both crops can be replanted for repeated harvests when outdoor conditions allow. Each planting yields one harvest; Devilstrand is limited by whether the local season and temperature let it finish.
Common mistakes
Mixing crops in one zone: keep separate zones so you can control planting and cutting independently.
Planting Devilstrand in a short or cold season: check its current plant information and growing-period display before sowing.
Selling all textile output: reserve material needed for clothing and production, then trade surplus.
When to stop or switch
Stop or disable sowing Devilstrand as the season closes; shift Grow work to cotton or food crops until conditions support another long cycle.
Separate outdoor growing zones near the colony: cotton in a suitable field and Devilstrand only in a warm location with a sufficiently long growing period.
Viable growing-zone terrain and adequate crop-specific conditions.
Separate zones set to cotton and Devilstrand respectively.
A Grow-assigned colonist meeting each crop’s minimum skill requirement.
Storage space for textile material and access to tailoring if making clothing.
Rate not listed
Related guides
More guides for gathering materials and making progress.