Difference between revisions of "Crop"

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(Work in progress, just starting out)
 
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(work in progress, please stand by - should be done by the weekend (Jan 10) - thanks!)
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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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There are  as many as 18* 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, "medical" 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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* 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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; Medical crops:
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These are crops which can, after processing, greatly alter a pawn's physical or mood stats to achieve a desired goal (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, go-juice, flake
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* Healroot (min skill 8) / herbal medicine
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*
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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

Revision as of 16:42, 10 January 2022

(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.)

There are as many as 18* 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, "medical" 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)
  • 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 ()
Medical crops

These are crops which can, after processing, greatly alter a pawn's physical or mood stats to achieve a desired goal (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, 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