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− | A '''growing zone''' | + | A '''growing zone''' designates where [[Work#Grow|growers]] can sow and/or harvest [[plants]], including [[trees]]. They are a major source of [[food]], [[herbal medicine]], [[drugs]], [[tinctoria]], and textiles like [[devilstrand]] for a colony. |
== Acquisition == | == Acquisition == | ||
− | Growing zones do not require a [[colonist]] to construct or deconstruct, nor is there a cost, | + | Growing zones do not require a [[colonist]] to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the Architect>Zone menu and placed directly on the ground by the player, similar to other [[zones]]. |
− | + | Growing zones are only allowed in unroofed tiles of soil, rich soil, stoney soil, or gravel. They can't be placed on sand, mud, ice, natural stone, water, or constructed [[floors]].{{Check Tag|Detail|There is a specific fertility cut off - what is it?}} | |
− | + | Most plants have a '''Min growth temperature''' of {{Temperature|0}} and a '''Max growth temperature''' of {{Temperature|58.0}}. Growing zones outside these temperatures result in growth stagnation and eventual plant death. Colonists will never sow growing zones outside of the local '''growing period''', which varies by latitude and biome. The local growing period is shown in the inspect pane when a growing zone is selected. The inspect pane will also detail the quantity and age of plants within the zone. | |
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− | Most plants have a '''Min growth temperature''' of {{Temperature|0}} and a '''Max growth temperature''' of {{Temperature|58.0}}. Growing zones outside these temperatures result in growth stagnation and eventual plant death. | ||
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== Summary == | == Summary == | ||
− | + | When the mouse is hovering over a tile, the tile's '''fertility''' is shown at the bottom left of the screen, along with some other related info. The fertility determines speed of plant growth, with higher fertility generally resulting in faster growth rates. See [[Plants#Fertility|Fertility]] for details. Fertility does not affect harvest yield. | |
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− | Trees planted in growing zones need a 1 tile radius in all directions free of other objects or plants, even those in a separate zone. Growers will remove wild trees and plants next to growing zones to accommodate this radius | + | Trees planted in growing zones need a 1 tile radius in all directions free of other objects or plants, even those in a separate zone. Growers will remove wild trees and plants next to growing zones to accommodate this radius. |
* '''Note''': If a colonist is given an order to sow a crop, and that field's plant-type is then changed, the colonist will sow the ''original'' plant type, the one that existed ''when the order was given''. This is working as intended; you can change a productive growing zone's plant-type, and the new type will be automatically sown ''after'' the current crop is harvested so no current planting will be affected, only future planting. So if you change your mind ''before'' planting, make sure to cancel/renew any pre-existing sowing orders! | * '''Note''': If a colonist is given an order to sow a crop, and that field's plant-type is then changed, the colonist will sow the ''original'' plant type, the one that existed ''when the order was given''. This is working as intended; you can change a productive growing zone's plant-type, and the new type will be automatically sown ''after'' the current crop is harvested so no current planting will be affected, only future planting. So if you change your mind ''before'' planting, make sure to cancel/renew any pre-existing sowing orders! | ||
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=== Contextual menu === | === Contextual menu === | ||
− | When a growing zone is selected, | + | When a growing zone is selected, a UI appears to allow the player to configure the growing zone's individual settings, including plant species to sow, renaming, resizing, hiding, toggle allowing sowing, and toggle cutting. |
If the zone's crop is changed and sowing and cutting are both allowed, colonists will cut any existing plants and re-sow the zone. | If the zone's crop is changed and sowing and cutting are both allowed, colonists will cut any existing plants and re-sow the zone. | ||
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[[Floor]]ing to prevent wild plant growth allows for faster movement through your fields, while [[roof]]ed walkways for the same purpose can also come in handy during [[winter]] or [[Events_Guide#toxic fallout|toxic fallout]]. Both can be combined. | [[Floor]]ing to prevent wild plant growth allows for faster movement through your fields, while [[roof]]ed walkways for the same purpose can also come in handy during [[winter]] or [[Events_Guide#toxic fallout|toxic fallout]]. Both can be combined. | ||
− | Estimating the correct size of a growing zone is not easy with so many [[Plants#Growth rate factors|factors]] and [[Events#Generally Bad|events]] affecting harvest. A quick rule of thumb is to grow 10+ tiles of food crops per colonist in a biome with year-round growing. If the colony hunts as well, it will accumulate some food reserves, which can be saved for winter, fed to prisoners, or sold. More crops should be planted if other factors reduce yields, such as | + | Estimating the correct size of a growing zone is not easy with so many [[Plants#Growth rate factors|factors]] and [[Events#Generally Bad|events]] affecting harvest. A quick rule of thumb is to grow 10+ tiles of food crops per colonist in a biome with year-round growing. If the colony hunts as well, it will accumulate some food reserves, which can be saved for winter, fed to prisoners, or sold. More crops should be planted if other factors reduce yields, such as in biomes and latitudes with shorter growable periods or pawns with low average Grow [[skill]]. |
===Risk Management=== | ===Risk Management=== | ||
− | Random [[blight]] epidemics can spread to | + | Random [[blight]] epidemics can spread to nearby crops of any species. Leave 4 tile wide gaps between your crop fields to prevent its spread. Neither toxic fallout nor drought kills crops, though plants do not grow under light levels of 51%, such as during a solar eclipse or at night. |
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− | Neither toxic fallout nor drought kills crops | ||
− | Hostile raiders will set fire to growing zones if they get the chance. Clear all wild plants and flammable items within | + | Hostile raiders will set fire to growing zones if they get the chance. Clear all wild plants and flammable items within 3 tiles of growing zones to prevent the spread of [[fire]]. |
The use of nearby [[firefoam popper]]s or [[foam turret]]s is also recommended. | The use of nearby [[firefoam popper]]s or [[foam turret]]s is also recommended. | ||
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[[File:Growing zones example.png|600px|thumb|center|An example of different growing zones, growing potatoes, cotton, rice, and trees]] | [[File:Growing zones example.png|600px|thumb|center|An example of different growing zones, growing potatoes, cotton, rice, and trees]] | ||
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== See also == | == See also == |