Difference between revisions of "Crop"

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(Added nav and category)
(Changing to redirect. Work on this stalled and its largely redundant between money making guide and plants)
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{{Move|destination=Domesticated Plants|reason=Merge - work seems to have stalled and there is insufficient difference and content on both pages to maintain both}}
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#REDIRECT [[Plants#Types_of_plants]]
{{Stub|reason= Incomplete (and being worked on) but also need categorization and interlinking to ''and'' from wiki}}
 
{{See also|altphrase=This page is for sowable plants that yield a product when harvested. For plants generally, see|Plants}}
 
 
 
: ''(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.)''
 
 
 
<!-- @ 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.
 
 
 
+1 for merge with domesticated plants. Theres significant overlap, its bare bones, and Domesticated Plants already has a bunch of interwiki links - Harakoni
 
-->
 
 
 
 
 
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 (...)
 
 
 
: (* 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.)
 
 
 
 
 
; Food crops:
 
: These are crops which can be eaten, usually after cooking
 
* Rice (fast but labor-intensive)
 
* Potatoes (average re labor:nutrion yield, low fertility sensitivity)
 
* Corn (slow but highest nutritional yield)
 
* Strawberry (min skill 5) (yields "berries", identical to those harvested from wild bushes; only field crop that can be eaten raw)
 
* Haygrass / Hay (...)
 
* Cocoa (...)
 
* Nutrifungus (...)
 
 
 
; Textile crops:
 
: 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. 
 
* Cotton plant/ cloth
 
* Devilstrand mushroom/ devilstrand ()
 
*
 
*
 
 
 
; Medicinal crops:
 
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]],
 
* Hop plant (min skill 3) / beer
 
* Smokeleaf plant/smokeleaf (min skill 4) / smokeleaf joints
 
* Psychoid plant (min skill 6) / psychoid tea, yayo, go-juice, flake
 
* Healroot (min skill 8) / herbal medicine
 
*
 
 
 
; Decorative
 
These crops serve only to beautify your colony.
 
* Day lily
 
* Rose
 
* Bonzai tree
 
* Tinctoria / dyes
 
 
 
; (tbd)
 
(...)
 
* Fibercorn / (...)
 
* Gauranlen pods / (...)
 
* Timbershrooms / (non-"plant") wood
 
* Trees / wood
 
 
 
{{nav|plant|wide}}
 
[[Category:Plants|#Crop]]
 

Latest revision as of 23:37, 6 February 2023