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#REDIRECT [[Plants#Types_of_plants]]
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{{Stub|reason= Incomplete (and being worked on) but also need categorization and interlinking to ''and'' from wiki}}
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{{See also|altphrase=This page is for sowable plants that yield a product when harvested. For plants generally, see|Plants}}
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: ''(Work in progress. When finished, this article will, at a glance, give the basic comparisons of the different available crops, with tables and a short summary for each.)''
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<!-- @ Editors: I'm debating whether (and if so, "How?") to merge this w/ the current "Domesticated Plants" article. That seems very bare bones, almost useless in its present form.
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+1 for merge with domesticated plants. Theres significant overlap, its bare bones, and Domesticated Plants already has a bunch of interwiki links - Harakoni
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-->
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There are  over 20* plants in RimWorld that can be grown and harvested as resources.  These can be broken down loosely into four basic categories: "food" crops, "textile" crops, "medicinal" crops, and "decorative" crops. There are also a couple "special purpose" crops (...)
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: (* the exact number currently available to your colony depends on your current progress on the [[Research]] tree, and which [[DLC]]'s you own/are using.)
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; Food crops:
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: These are crops which can be eaten, usually after cooking
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* Rice (fast but labor-intensive)
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* Potatoes (average re labor:nutrion yield, low fertility sensitivity)
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* Corn (slow but highest nutritional yield)
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* Strawberry (min skill 5) (yields "berries", identical to those harvested from wild bushes; only field crop that can be eaten raw)
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* Haygrass / Hay (...)
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* Cocoa (...)
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* Nutrifungus (...)
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; Textile crops:
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: These are crops which cannot be used in their "raw" state and so have a small(er) cash value as such, but can be processed into something useful, which increases their value significantly. 
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* Cotton plant/ cloth
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* Devilstrand mushroom/ devilstrand ()
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*
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*
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; Medicinal crops:
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These are crops which can, after processing, alter a pawn's physical or mood stats (and possibly also addiction).  A colony can produce enough for their own foreseeable needs, or create a larger scale enterprise with the intention of [[trade]],
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* Hop plant (min skill 3) / beer
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* Smokeleaf plant/smokeleaf (min skill 4) / smokeleaf joints
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* Psychoid plant (min skill 6) / psychoid tea, yayo, go-juice, flake
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* Healroot (min skill 8) / herbal medicine
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*
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; Decorative
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These crops serve only to beautify your colony.
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* Day lily
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* Rose
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* Bonzai tree
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* Tinctoria / dyes
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; (tbd)
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(...)
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* Fibercorn / (...)
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* Gauranlen pods / (...)
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* Timbershrooms / (non-"plant") wood
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* Trees / wood

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