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Kotton Fabric

Category
FilterMaterial
Contraband level
Legal
Base value
65 creditsThe actual selling price varies with difficulty, condition, market prices, the buyer's budget and negotiation.
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Official description

Short description

Used in chemistry to strain large particles from liquids. Far too coarse for water purification.

Additional text

A versatile fabric made of organic fibers. Commonly used for reinforced workwear and shock-insulating wraps.

Inventory shape

3 × 1 cells · 3 occupied cells

How to get

Quick summary

Vendors

Supplier (Supply Runner)

Supplier (Supply Runner)

Sells goods when visiting your shop

Name shown in the shop: Supplier (first visit), Supply Runner (from the second visit)

Visits your shop

  • On day 7
  • Not on day 7 · On Sundays

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visit
Quantity
1
Price

Vendor price

Price +50%

Any of the following

  • On Price Gouge difficulty
  • On Mark Up difficulty
Price +100%
On Thin Margins difficulty
Price +150%
On Red Ink difficulty
Conditions
—
Retired Chemist

Retired Chemist

Sells goods when visiting your shop

First visit

Visits your shop

Notes

  • Waits at least 1 day before visiting again
Frequency
Usuallyper visit
Quantity
1
Price

Vendor price

Price +15%
On Mark Up difficulty
Price +30%
On Thin Margins difficulty
Price +45%
On Red Ink difficulty
Conditions
—

Shady Farmer

Sells goods when visiting your shop

Visits your shop

    • Any of the following

      • On Wednesdays
      • On Saturdays
    • If you started as Chemist
    • Any of the following

      • On Wednesdays
      • On Saturdays
    • After unlocking Retired Chemist

Notes

  • Waits at least 1 day before visiting again
Frequency
Usuallyper visit
Quantity
1
Price

Vendor price

Conditions
—

Scavenger

Sells goods when visiting your shop

Attracted by your Display Case

Visits your shop

  • If you chose Skip Intro · On day 1
  • If you didn't choose Skip Intro · On days 3, 7, 10, and 12

Random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Occasionallyper visit
Quantity
1
Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
—

Scav Addict

Sells goods when visiting your shop

Visits your shop

  • If you started as Chemist · Before leaving Sector 13 Cartel · On day 2

Random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Occasionallyper visitSeveral slots, each rolled separately
Quantity
1
Price

Barter

Trade 1 Narcotic item for one set of goods you choose
Starch Grade goods are not accepted
Junk Grade goods are not accepted
Conditions
—

Scavenger

Sells goods when visiting your shop

Attracted by your Display Case

Notes

  • Shares its sign with another supplier: the higher your reputation with Lower Levels, the more often this one comes; the higher your reputation with Black Market, the more often the other does
  • Waits at least 1 day before visiting again
Frequency
sometimes; more likely the higher your reputation with Lower Levels, and still possible when it is low
per visit
Quantity
1
Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
—

Story scenes

Eleanor

Eleanor

After receiving help, she begins selling scavenged junk and materials.

When

  • On day 31 if you did not report Eleanor's Uncle, or 5 days after you warned her if you did. You have helped her with food or drink at least 1 time. She has not been arrested. Earliest possible day: 31
Frequency
Occasionallyper draw
Quantity
1

Draw: One item from the pool

Draw attempts: 3

Price

Vendor price

Bulk purchase: 33% off
Conditions
  • If you choose "Complete a trade"
Eleanor

Eleanor

She plans to pay an investigator and sells scavenged stock toward the required savings.

When

  • At least 4 days after the scheduled first scavenged-goods sale visit. The investigation-plan conversation has not happened yet. You have helped her with food or drink at least 1 time. She has not been arrested. The first scavenged-goods sale has a scheduled date. Earliest possible day: 35
Frequency
Occasionallyper visit
Quantity
1
Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"
Eleanor

Eleanor

She returns with another randomly generated stock while saving for the investigation.

When

  • At least 4 days after the later of the investigation-plan conversation and the latest scavenged-goods sale visit. Only after the investigation-plan conversation. Her investigation fund is below 800 credits. She has not been arrested. If one of her earlier visits (investigation plan) is also due that day, that one comes instead. Earliest possible day: 39
Frequency
Occasionallyper visit
Quantity
1
Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"

Network upgrades

Retired Chemist

Items you receive after unlocking

Frequency
Alwaysonce, on unlocking
Quantity
1
Price

Free

Conditions
—

Production and item use

Hydroponic System

Grow and harvest Kotton Fabric

Availability and notes

Cost

  • Use 1 Kotton Seed.
  • Nightly water use multiplied by the number of active nights.
  • Round the seed's Required Work (base 32, changed by growth traits, at least 1) ÷ the machine's Progress Speed up to whole nights.
Frequency
An item is obtained only when the calculated quantity is positive.
per completed harvest
Quantity
The harvest quantity (base 9), changed by traits and machine quality, then reduced when health is low.
Conditions
  • Changes the number, size or condition of harvested goods according to the crop.

Other sources

Dumping Ground

Scavenge for random loot and bonus finds. Injury or bad luck can leave an attempt empty.

Availability and notes

  • Close the shop and unlock night outings. An outing must remain; serious wounds, a crackdown or recovery required by Agoraphobia prevent travel.
  • Maimed prevents access. The location must also be open.
  • When The Butcher is hunting you, select a backpack containing a gun.
  • Without Skip Intro, night outings are introduced on day 2; with Skip Intro they are available from the start.
  • Start with 5 scavenge attempts per arrival: add 2 with Proficient Scavenger, subtract 2 with Careful Scavenger, then apply the rounded event adjustment; the minimum is 0.
  • With Degenerative Osteoarthritis, you lose one attempt per week after the first week. If the count before event adjustments falls below 3, you cannot scavenge.
  • A fresh wound prevents scavenging. Every attempt uses up one attempt, whatever the result; the count resets on arrival.
  • Without Skip Intro, early scavenge attempts skip minor-wound rolls for a while and major-wound rolls even longer. With Skip Intro there is no such protection.
  • Fresh Dump lasts 1 day each Wednesday: the rubbish-group weight is multiplied by 0.5, and injury chances by 1.25. Other loot groups are rebalanced.
  • Georgio's Assistance adds 5 scavenge attempts and prevents injuries. Paid help lasts 3 days; its daily random-start chance is 0%.
  • Lucky and Unlucky affect luck. Positive luck can prevent injury, but that attempt still yields no loot; negative luck can make an otherwise successful attempt empty.
  • Loot rolls occur only after both injury checks and the bad-luck check are passed. Item chances below are per successful scavenge attempt.
  • Before protection, minor injury is (5 + 1 × previous attempts)%, major injury is (1 + 0.25 × previous attempts)%. Carrying an owned Flashlight divides both by 2; event changes then apply.
  • Careful Scavenger, injury protection from an event, or the matching protection when Skip Intro is not selected makes that injury roll 0%. Each injury chance is limited to 0–100%.
  • An actual minor injury needs the minor-injury roll to hit (the screen shows its current chance before you search); the better your luck, the less likely it is.
  • An actual major injury needs the minor-injury roll to miss and the major-injury roll to hit (the screen shows their current chances before you search); the better your luck, the less likely it is.
  • A scavenge attempt succeeds only if both injury rolls miss (the screen shows their current chances before you search) and bad luck does not leave you with nothing. Success gets less likely with each attempt since arrival and the worse your luck is.
  • An owned Scav Scanner carried outside adds a separate loot draw at the displayed chance: initially 15%, increasing by 5 points per upgrade to 100%. Bonus bags, cassettes and tool-related finds are not doubled.

Cost

  • Up to 1 night outing; returning home uses it. Scavenging itself takes no extra time.
  • The day after an outing, you miss out on up to one normal customer unless you have Short Sleeper.
  • An actual minor injury raises wound severity; a major injury raises it much more. Major injury is checked only when the minor-injury roll fails.
  • Finds must fit in the carried inventory and be brought home.
  • Paid Georgio's Assistance costs 50 credits for 3 days.
  • Each Scav Scanner upgrade uses 1 Electronic Parts (Common). With Tinkerer, the material is kept with a 20% chance; otherwise it is consumed.
Frequency
rarely found; a little more often during a Fresh Dump.
per successful search
Quantity
1
Conditions
—
Frequency
In an extra draw, rarely found; a little more often during a Fresh Dump. Extra draws happen at your carried Scav Scanner's displayed chance plus any event bonus.
per successful search
Quantity
1
Conditions
  • This is an additional, separate loot roll; bonus bags, cassettes and tool finds are unaffected.

Pile of Debris

Use each required tool once; receive materials and two final loot batches.

Availability and notes

  • Start with the piles of debris from Hoarder. Each original pile can be cleared once.
  • Keep this pile and use Crowbar, Wire Cutter and Plasma Cutter, once each. All three types are needed to finish.

Cost

  • Consume 1 Crowbar when this tool type is used on the pile.
  • Consume 1 Wire Cutter when this tool type is used on the pile.
  • Consume 1 Plasma Cutter when this tool type is used on the pile.
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Sometimesper cleared pile
Quantity
1–5
Conditions
  • This final batch excludes the rubbish group and rebalances the other groups.

Debris Removal

Pay for the nightly Debris Removal service; receive nightly loot and two final loot batches.

Availability and notes

  • Start with the piles of debris from Hoarder. Each original pile can be cleared once.
  • Keep this pile, unlock the Debris Removal service and use it for 10 nights.

Cost

  • Pay 50 credits per active night.
Frequency
Occasionallyper night of service
Quantity
1–5
Conditions
—
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Sometimesper cleared pile
Quantity
1–5
Conditions
  • This final batch excludes the rubbish group and rebalances the other groups.

Pile of Debris

Clear the pile by staying home at night; receive nightly materials and two final loot batches.

Availability and notes

  • Start with the piles of debris from Hoarder. Each original pile can be cleared once.
  • Keep this pile and stay home at night. Clearing finishes after 10 qualifying nights.

Cost

  • Spend 10 nights at home to finish this pile.
Frequency
Rarelyper qualifying night
Quantity
1
Conditions
—
Frequency
Occasionallyper cleared pile
Quantity
1–5
Conditions
  • This final batch uses ordinary loot weights.
Frequency
Sometimesper cleared pile
Quantity
1–5
Conditions
  • This final batch excludes the rubbish group and rebalances the other groups.

Starting items

Chemist

Items provided when starting as Chemist.

Availability and notes

  • Choose Chemist as your specialization.
Frequency
Alwaysat the start
Quantity
1

Item details

  • Placed in the shop inventory.
Conditions
—

People who buy this item

Sorted by the upper end of the base budget, before day-based increases and bonuses. Order- and item-value-dependent budgets follow.

Station Engineer

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

750–1000 credits, rising as the days go by.

Display Case · Displayed categories

Material / Modules / Tool

Foodie Tourist

Foodie Tourist

Buys goods from the listed categories, subject to the buying rules below.

Base budget

750 credits.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.
  • The Edible trait has made this harvest edible.

Station Engineer

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

250–500 credits.

Upper Level Private Chef

Upper Levels

Buys Food, subject to the buying rules below.

Base budget

400–500 credits, rising as the days go by.

Display Case · Displayed categories

Food

Conditions for this item

  • The Edible trait has made this harvest edible.

Foreman

Lower Levels

Buys Material, subject to the buying rules below.

Base budget

400 credits.

Conditions for this item

  • Any of the following

    • Does not meet the following

      An inherited chemical production trait has made this harvest Contraband.
      • An inherited chemical production trait has made this harvest Contraband.
      • This visitor must not refuse it as contraband, which they sometimes do.
Eleanor

Eleanor

Upper Levels

Buys Food, subject to the buying rules below.

Base budget

300 credits.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.
  • The Edible trait has made this harvest edible.
Merchant

Merchant

Lower Levels

Buys saleable goods across categories, excluding Contraband.

Base budget

200–300 credits, rising as the days go by.

Conditions for this item

  • Does not meet the following

    An inherited chemical production trait has made this harvest Contraband.

Security Requisition Officer

Security

Buys goods from the listed categories, subject to the buying rules below.

Base budget

300 credits.

Conditions for this item

  • The Edible trait has made this harvest edible.
  • Does not meet the following

    An inherited chemical production trait has made this harvest Contraband.
Shady Merchant

Shady Merchant

Black Market

Buys goods from the listed categories, subject to the buying rules below.

Base budget

250–300 credits, rising as the days go by.

Conditions for this item

  • An inherited chemical production trait has made this harvest Contraband.

Upper Level Citizen

Upper Levels

Buys Food, subject to the buying rules below.

Base budget

300 credits.

Conditions for this item

  • The Edible trait has made this harvest edible.

Lower Level Inventor

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

145–295 credits, rising slowly as the days go by.

Display Case · Displayed categories

Material / Modules / Tool

Tourist

Buys goods from the listed categories, subject to the buying rules below.

Base budget

180–250 credits.

Conditions for this item

  • The Edible trait has made this harvest edible.

Food Bank Supplier

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

150–200 credits, rising as the days go by.

Conditions for this item

  • Any of the following

      • The Edible trait has made this harvest edible.
      • Does not meet the following

        An inherited chemical production trait has made this harvest Contraband.
      • The Edible trait has made this harvest edible.
      • An inherited chemical production trait has made this harvest Contraband.
      • This visitor must not refuse it as contraband, which they sometimes do.

Station Tourist

Buys goods from the listed categories, subject to the buying rules below.

Base budget

125–200 credits.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.

Expedition Supplier

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

145–195 credits, rising slowly as the days go by.

Display Case · Displayed categories

Food

Conditions for this item

  • The Edible trait has made this harvest edible.
John Smith

John Smith

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

125–175 credits.

Conditions for this item

  • The Edible trait has made this harvest edible.
John Smith

John Smith

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

125–175 credits, rising as the days go by.

Conditions for this item

  • The Edible trait has made this harvest edible.
John Smith

John Smith

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

100–150 credits.

Conditions for this item

  • The Edible trait has made this harvest edible.

Lower Level Citizen

Revolution

Buys goods from the listed categories, subject to the buying rules below.

Base budget

125–150 credits.

Lower Level Elder

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

125 credits.

Conditions for this item

  • The Edible trait has made this harvest edible.

Lower Level Repairman

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

100–125 credits.

Display Case · Displayed categories

Material / Modules / Tool

Maintenance Worker

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

100–125 credits.

Display Case · Displayed categories

Material / Modules / Tool

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.
Cadet Serpico

Cadet Serpico

Security

Buys goods from the listed categories, subject to the buying rules below.

Base budget

120 credits.

Conditions for this item

  • The Edible trait has made this harvest edible.
  • Does not meet the following

    An inherited chemical production trait has made this harvest Contraband.

Scrap Buyer

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

80–120 credits.

Display Case · Displayed categories

Material / Modules / Tool

Conditions for this item

  • Any of the following

    • Does not meet the following

      An inherited chemical production trait has made this harvest Contraband.
      • An inherited chemical production trait has made this harvest Contraband.
      • This visitor must not refuse it as contraband, which they sometimes do, less often the higher your Lower Levels reputation.

Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

100–120 credits, rising as the days go by.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.
  • The Edible trait has made this harvest edible.

Spacer Cook

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

100–120 credits.

Display Case · Displayed categories

Food

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.
  • The Edible trait has made this harvest edible.

Lower Level Citizen

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

90–110 credits, rising as the days go by.

Conditions for this item

  • The item belongs to the category selected from your inventory for this visit.
  • If this visit selected the variety preference, no item with this identity has already been sold to this buyer.
  • Any of the following

    • Does not meet the following

      An inherited chemical production trait has made this harvest Contraband.
      • An inherited chemical production trait has made this harvest Contraband.
      • This visitor must not refuse it as contraband, which they sometimes do.

Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

80–105 credits.

Display Case · Displayed categories

Food

Conditions for this item

  • The Edible trait has made this harvest edible.
Cadet Serpico

Cadet Serpico

Security

Buys goods from the listed categories, subject to the buying rules below.

Base budget

100 credits.

Conditions for this item

  • The Edible trait has made this harvest edible.
  • Does not meet the following

    An inherited chemical production trait has made this harvest Contraband.

Food Buyer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

75–100 credits.

Conditions for this item

  • Any of the following

      • The Edible trait has made this harvest edible.
      • Does not meet the following

        An inherited chemical production trait has made this harvest Contraband.
      • The Edible trait has made this harvest edible.
      • An inherited chemical production trait has made this harvest Contraband.
      • This visitor must not refuse it as contraband, which they sometimes do, less often the higher your Lower Levels reputation.

Hungry Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

80–100 credits.

Display Case · Displayed categories

Food

Conditions for this item

  • The Edible trait has made this harvest edible.

Spacer

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

75–100 credits.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.
  • The Edible trait has made this harvest edible.

Annoyed Engineer

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

80 credits.

Conditions for this item

  • The Edible trait has made this harvest edible.

Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

61–69 credits.

Conditions for this item

  • The Edible trait has made this harvest edible.
Dr. Jackson

Dr. Jackson

Lower Levels

Buys Material, subject to the buying rules below.

Base budget

50 credits, rising as the days go by. Each point of Dr. Jackson's investment bonus adds 10 credits.

Officer Lun

Officer Lun

Security

Buys Food, subject to the buying rules below.

Base budget

50 credits.

Conditions for this item

  • The Edible trait has made this harvest edible.
  • Does not meet the following

    An inherited chemical production trait has made this harvest Contraband.

Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

35–50 credits, rising as the days go by.

Conditions for this item

  • The Edible trait has made this harvest edible.
Eleanor

Eleanor

Upper Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

0 credits.

Conditions for this item

  • The Edible trait has made this harvest edible.

Old Scav

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

0 credits.

Conditions for this item

  • Any of the following

      • The Edible trait has made this harvest edible.
      • Does not meet the following

        An inherited chemical production trait has made this harvest Contraband.
      • The Edible trait has made this harvest edible.
      • An inherited chemical production trait has made this harvest Contraband.
      • This visitor must not refuse it as contraband, which they sometimes do, less often the higher your Lower Levels reputation.

Pale Scav

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

0 credits.

Conditions for this item

  • Any of the following

      • The Edible trait has made this harvest edible.
      • Does not meet the following

        An inherited chemical production trait has made this harvest Contraband.
      • The Edible trait has made this harvest edible.
      • An inherited chemical production trait has made this harvest Contraband.
      • This visitor must not refuse it as contraband, which they sometimes do, less often the higher your Lower Levels reputation.

Attributes

  • Durability: 1000/1000