Difference between revisions of "Corn plant"

From RimWorld Wiki
Jump to navigation Jump to search
(20 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{stub}}{{infobox main|plant|
+
{{Infobox main|plant
|name = Corn plant
+
| name = Corn plant
|image = Corn_plant.png|Corn Plant
+
| image = Corn plant a.png
|description = A tall grain plant which produces ears of soft, edible seeds. While corn takes a long time to grow, it yields lots of food compared to other crops. Harvested corn takes a long time to spoil.
+
| description = A tall grain plant which produces ears of soft, edible seeds. While corn takes a long time to grow, it yields lots of food compared to other crops. Harvested corn takes a long time to spoil.
|type = Plant
+
| type = Plant
|type2 = Domesticated
+
| type2 = Domesticated
|path cost = 14
+
| path cost = 14
|hp = 150
+
| hp = 150
|flammability = 1
+
| flammability = 1
|beauty outdoors = 1
+
| beauty outdoors = 1
|grow days = 11.3
+
| grow days = 11.3
|sow work = 170
+
| sow work = 170
|harvest work = 200
+
| harvest work = 200
|product = corn
+
| product = corn
|yield = 22
+
| yield = 22
|min fertility = 0.7
+
| min fertility = 0.7
|fertility sensitivity = 1
+
| fertility sensitivity = 1
|nutrition = 0.4
+
| nutrition = 0.4
|sowTags = Ground
+
| sowTags = Ground
 
}}
 
}}
 
The '''corn plant''' has a long growing cycle and a very high yield of 22 pieces of [[corn]]. It cannot be sown in hydroponics. Corn plants have a base growing time of 11.3 days, need a minimum soil fertility of 70%, and have a fertility sensitivity rating of 100%. Corn has the second-highest base yield per day (approx. 2.7% less than [[rice]]), but requires the least farming labor to maintain due to its long growing cycle.  
 
The '''corn plant''' has a long growing cycle and a very high yield of 22 pieces of [[corn]]. It cannot be sown in hydroponics. Corn plants have a base growing time of 11.3 days, need a minimum soil fertility of 70%, and have a fertility sensitivity rating of 100%. Corn has the second-highest base yield per day (approx. 2.7% less than [[rice]]), but requires the least farming labor to maintain due to its long growing cycle.  
  
== Temperatures ==
+
Like most [[domesticated plants]], they are subject to [[blight]].
 
 
* Maximum growth temperature {{Temperature|58}}
 
* Minimum growth temperature {{Temperature|0}}
 
* All Corn plants survive {{Temperature|-8}}
 
* Some Corn plants die around {{Temperature|-11|-14}}
 
* Every 2nd died around {{Temperature|-16}}
 
* Most Corn plants die around {{Temperature|-18}}
 
* All Corn plants die around {{Temperature|-19}}
 
  
 
== Growing ==
 
== Growing ==
Line 36: Line 28:
  
 
== Analysis ==
 
== Analysis ==
 +
In regular soil, corn plants provide slightly less nutrition per day (per tile) than [[rice plant]]s (97%) and slightly more than [[potato plant]]s (102%). Their primary advantage is their incredible labor efficiency: corn provides {{#expr: ({{P|Harvest Yield}}/({{P|Harvest Work}}+{{P|Sow Work}}))/({{Q|Potato plant|Harvest Yield}}/({{Q|Potato plant|Harvest Work}}+{{Q|Potato plant|Sow Work}})) *100 round 0 }}% the [[nutrition]] per work of potatoes, and {{#expr: ({{P|Harvest Yield}}/({{P|Harvest Work}}+{{P|Sow Work}}))/({{Q|Rice plant|Harvest Yield}}/({{Q|Rice plant|Harvest Work}}+{{Q|Rice plant|Sow Work}})) *100 round 0 }}% that of rice. This is because corn has the highest harvest yield, meaning fewer sowings and harvests for a given amount of food, but it is balanced by a long grow time.
 +
 +
These long harvest cycles mean that losing a single harvest to [[blight]], [[fire]], [[cold snap]]s, or other misfortune is far more consequential than losing a crop of faster-growing plants. And depending on the climate, corn might not reach maturity before winter hits. If your harvest comes in mid-fall, you may want to either forbid sowing to save labour or temporarily switch to rice in order to get a little more food. It's also recommended to either keep an emergency food stockpile or other alternative food source on hand in case of crop loss. When possible, planting in rich soil will help mitigate the weaknesses associated with its long grow time, while planting in low-fertility soil will exacerbate them.
  
In regular soil, corn plants provide slightly less nutrition per day than [[rice plant]]s (97%) and slightly more than [[potato plant]]s (102%). Their primary advantage is their incredible labor efficiency: corn provides {{#expr: ({{P|Harvest Yield}}/({{P|Harvest Work}}+{{P|Sow Work}}))/({{Q|Potato plant|Harvest Yield}}/({{Q|Potato plant|Harvest Work}}+{{Q|Potato plant|Sow Work}})) *100 round 0 }}% the [[nutrition]] per work of potatoes, and {{#expr: ({{P|Harvest Yield}}/({{P|Harvest Work}}+{{P|Sow Work}}))/({{Q|Rice plant|Harvest Yield}}/({{Q|Rice plant|Harvest Work}}+{{Q|Rice plant|Sow Work}})) *100 round 0 }}% that of rice.  
+
Corn's exceptional shelf life means that the colony does not need to invest in freezer space for corn, as even the slightest winter will keep corn fresh until next year's harvest. Thus a corn harvest only needs to be placed in a simple shed.
  
However, these long harvest cycles also mean that losing a single harvest to [[blight]], fire, cold snaps, or other misfortune is far more consequential than losing a crop of faster-growing plants. And depending on the climate, corn might not reach maturity before winter hits. If your harvest comes in mid-fall, you may want to either forbid sowing to save labour or temporarily switch to rice in order to get a little more food. It's also recommended to either keep an emergency food stockpile or other alternative food source on hand in case of crop loss. When possible, planting in rich soil will help mitigate the weaknesses associated with its long grow time, while planting in low-fertility soil will exacerbate them.
+
=== Trade ===
 +
Corn is arguably the most work efficient means of generating wealth. For {{Ticks|370}} of work, you get {{Icon Small|silver}} {{#expr:{{Q|Corn|Market Value Base}} * {{P|Harvest Yield}}}} Market Value ({{Icon Small|silver}} 163.5 / game hour), and it does not need to be processed any further. This is amazing value; it even beats [[flake]] in terms of pure work efficiency.
  
Corn is arguably the most time efficient means of generating wealth. It takes 370 ticks to grow and harvest, and yields 24.2 wealth for the effort. A colonist with a pair of field hands, a circadian half cycler, and a nuclear stomach can plant/harvest ~25 plants per hour, for 20 hours a day with good optimization. In practice this can yield 10,000 wealth worth of corn per day. Hauling, processing, and selling that much corn is another matter, though.
+
Corn has a few disadvantages when compared to [[drug]]s. Corn is heavier. Due to the large quantities of corn, it takes more hauling work. Less traders accept corn, which is especially relevant when calling traders in with a [[comms console]]. For example, if you want to buy goods from an exotic goods trader, you could sell [[flake]] directly to them. With corn, you would have to call in a bulk goods trader and ''then'' the exotic goods trader, which takes time and consumes goodwill (which, in this case, means consuming money).
  
Corn's exceptional shelf life means that the colony does not need to invest in freezer space for corn, as even the slightest winter will keep corn fresh until next year's harvest. Thus a corn harvest only needs to be placed in a simple shed.
+
== Gallery ==
 +
<gallery>
 +
Corn plant immature.png|Immature corn plant
 +
Corn plant a.png|Mature variant A
 +
Corn plant b.png|Mature variant B
 +
</gallery>
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.9.722|0.9.722]] - added.
 
* [[Version/0.9.722|0.9.722]] - added.
 +
* Beta 19/1.0 - Min fertility 50% -> 100%.
 
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.3 -> 0.4
 
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.3 -> 0.4
  
{{nav|plant|wide}}
+
{{Nav|plant|wide}}
  
 
[[Category:Plants]]
 
[[Category:Plants]]
 
[[Category:Domesticated plants]]
 
[[Category:Domesticated plants]]

Revision as of 14:57, 5 March 2023

Corn plant

Corn plant

A tall grain plant which produces ears of soft, edible seeds. While corn takes a long time to grow, it yields lots of food compared to other crops. Harvested corn takes a long time to spoil.

Base Stats

Type
PlantDomesticated
Beauty
0 (1)
HP
150
Flammability
100%
Path Cost
14

Ingestion

Nutrition
0.4

Plant Stats

Time to grow
11.3 days (20.86 days)
Work to Sow
170 ticks (2.83 secs)
Work to Harvest
200 ticks (3.33 secs)
Base Harvest Yield
22 Corn
Min Fertility
70%
Fertility Sensitivity
100%
Min light to grow
50%
Technical
sowTags
Ground


The corn plant has a long growing cycle and a very high yield of 22 pieces of corn. It cannot be sown in hydroponics. Corn plants have a base growing time of 11.3 days, need a minimum soil fertility of 70%, and have a fertility sensitivity rating of 100%. Corn has the second-highest base yield per day (approx. 2.7% less than rice), but requires the least farming labor to maintain due to its long growing cycle.

Like most domesticated plants, they are subject to blight.

Growing

The following table details how long it takes for corn plants to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:

  • Ground Type Gravel Soil Rich Soil Hydroponics
    Fertility (%) 70 100 140 280
    Real Grow Time (days)[1] 29.8 20.86 14.9 N/A
    Base Yield/day[2] 0.74 1.05 1.48 N/A
    1. Actual days to grow, taking into account rest time.
    2. Per plant, assuming Crop Yield Multiplier of 1.0.
      Note that Difficulty settings change the Crop Yield Multiplier.
  • Analysis

    In regular soil, corn plants provide slightly less nutrition per day (per tile) than rice plants (97%) and slightly more than potato plants (102%). Their primary advantage is their incredible labor efficiency: corn provides 200% the nutrition per work of potatoes, and 367% that of rice. This is because corn has the highest harvest yield, meaning fewer sowings and harvests for a given amount of food, but it is balanced by a long grow time.

    These long harvest cycles mean that losing a single harvest to blight, fire, cold snaps, or other misfortune is far more consequential than losing a crop of faster-growing plants. And depending on the climate, corn might not reach maturity before winter hits. If your harvest comes in mid-fall, you may want to either forbid sowing to save labour or temporarily switch to rice in order to get a little more food. It's also recommended to either keep an emergency food stockpile or other alternative food source on hand in case of crop loss. When possible, planting in rich soil will help mitigate the weaknesses associated with its long grow time, while planting in low-fertility soil will exacerbate them.

    Corn's exceptional shelf life means that the colony does not need to invest in freezer space for corn, as even the slightest winter will keep corn fresh until next year's harvest. Thus a corn harvest only needs to be placed in a simple shed.

    Trade

    Corn is arguably the most work efficient means of generating wealth. For 370 ticks (6.17 secs) of work, you get Silver 24.2 Market Value (Silver 163.5 / game hour), and it does not need to be processed any further. This is amazing value; it even beats flake in terms of pure work efficiency.

    Corn has a few disadvantages when compared to drugs. Corn is heavier. Due to the large quantities of corn, it takes more hauling work. Less traders accept corn, which is especially relevant when calling traders in with a comms console. For example, if you want to buy goods from an exotic goods trader, you could sell flake directly to them. With corn, you would have to call in a bulk goods trader and then the exotic goods trader, which takes time and consumes goodwill (which, in this case, means consuming money).

    Gallery

    Version history

    • 0.9.722 - added.
    • Beta 19/1.0 - Min fertility 50% -> 100%.
    • 1.3.3066 - Nutrition increased from 0.3 -> 0.4