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{{Infobox main|production
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{{rewrite|reason=Format standardisation}}{{infobox main|production|
| name = Hydroponics basin
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|name = Hydroponics basin
| image = HydroponicsTable.png
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|image = HydroponicsTable.png|Hydroponics basin
| description = An artificial nutrient bath for growing plants. The nutrients pumps must work continuously; the plants will die if power is cut.
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|imagesize = 250px
| type = Building
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|description = An artificial nutrient bath for growing plants. The nutrients pumps must work continuously; the plants will die if power is cut.
| type2 = Production
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|type = Building
| placeable = true
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|type2 = Production
| path cost = 30
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|placeable = true
| blockswind = false
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|path cost = 30
| passability = pass through only
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|passability = pass through only
| cover = 0.3
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|cover = 0.3
| minifiable = false
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|minifiable = false
| size = 1 × 4
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|size = 1 ˣ 4
| flammability = 0.5
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|flammability = 0.5
| hp = 180
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|hp = 180
| cleanliness = -3
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|cleanliness = -3
| power = -70
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|power = -70
| terrain affordance = medium
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|terrain affordance = medium
| research = Hydroponics
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|research = Hydroponics
| skill 1 = Construction
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|skill 1 = Construction
| skill 1 level = 4
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|skill 1 level = 4
| work to make = 2800
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|work to make = 2800
| resource 1 = Steel
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|resource 1 = Steel
| resource 1 amount = 100
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|resource 1 amount = 100
| resource 2 = Component
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|resource 2 = Component
| resource 2 amount = 1
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|resource 2 amount = 1
 
}}
 
}}
A '''hydroponics basin''' is a [[production]] building that provides a highly fertile area for growing [[crop]]s fast and in areas that otherwise would not support them.
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A '''hydroponics basin''' provides a highly fertile medium for growing [[food]] quickly. With the use of [[sun lamp]]s, it can also be used for growing crops indoors, although, in [[biome]]s that allow year-round growing, outdoor use is a valid option. Hydroponics basins provide a much more fertile environment than soil (280% [[fertility]], equivalent to 2x rich soil) and any crops planted in them will grow much more quickly.
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Each hydroponic basin consumes a steady 70 watts, day and night. This power is critical to maintain the health of any crops growing in the basin. Unlike many electric appliances, they do not short circuit in the rain. This means they can be used outdoors without extra precautions.
  
 
== Acquisition ==
 
== Acquisition ==
{{Acquisition}}
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To build basins, you first need to research [[Research#Hydroponics|Hydroponics]] at the [[research bench]].
  
== Summary ==
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They are constructed using {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Hydroponics|Hydroponics]] has been completed.  
A powered hydroponics basin acts as a terrain with {{%|{{#vardefineecho:fertility|2.8}} }} soil [[Plants#Fertility|fertility]], twice that of rich soil. The exact speed boost depends on the [[Property:Fertility Sensitivity|Fertility Sensitivity]] of the plant in question. For example, [[rice plant|rice]] gets the full 280% effect, while [[potato plant|potatoes]] won't benefit nearly as much.
 
  
Hydroponics basins are placed on the ground, and work both indoors and outdoors. In order to function, they require 70 watts of [[power]], day and night. This is ''absolutely critical'', as when unpowered, its plants will wither very quickly. They can't be uninstalled, only deconstructed for half their value as usual. They do not [[short circuit]] in the [[rain]].
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== Usage ==
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[[Power]] is absolutely critical to hydroponics, and cannot be stressed enough. Although a small demand, without that 70 watts of power any crops in a basin will begin to die. Make sure you have a steady supply of power, and an independent, reliable backup system (or two!). Similarly, for any indoor hydroponics, consider the power demands of any [[sun lamp]]s you'll be using (see next), which are just as critical for plant growth.
  
{{Cleanliness Note}}
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A powered basin provides only soil fertility; all other plant growth conditions must still be met.  Crop plants require at least 51% [[light]] during the day and need a [[temperature]] within their comfortable range (see specific articles for details). [[Sun lamp]]s are ''required'' if you're growing indoors as they are the only artificial lighting source that provides enough lighting for plant growth. ([[Standing lamp]]s only provide 50% lighting and do not "stack", so are not enough for crop growth.)
  
Hydroponics only provides soil fertility, so all other plant growth conditions must be met. This isn't a problem in the growing season while outdoors, but in order to regulate [[temperature]], you must grow indoors, under a mostly complete roof, and use buildings like a [[heater]]. The [[sun lamp]] is required to provide light in the absence of sunlight (due to the roof). Note that [[standing lamp]]s aren't suitable for crop growth: plants require at least 51% light, while standing lamps provide a maximum of 50% lighting and do not "stack".
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Plants also need heat when it's cold and cooling when it's too hot. With an environment just outside of their comfortable range, plants will not grow at 100%, and if too far outside of that range, they will die. Sun lamps provide a small source of heat (see that article for details), but any extreme weather will require additional heat if cold temperatures are expected.
  
Colonists will automatically plant only 1 type of plant per basin. By default, this is [[rice plant|rice]]. The following plants can be grown in hydroponics basins:
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The following plants can be grown in hydroponics basins:
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<!-- basic plants listed in in-game order, then Ideology plants -->
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{|width="600"
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|
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* [[Rice plant|Rice]]
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* [[Potato plant|Potatoes]]
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* [[Strawberry plant|Strawberries]]
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* [[Healroot]]
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|
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* [[Cotton plant]]
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* [[Hop plant]]
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* [[Psychoid plant]]
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* [[Smokeleaf plant]]
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|
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* [[Fibercorn]]{{IdeologyIcon}}
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* [[Nutrifungus]]{{IdeologyIcon}}
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* [[Tinctoria]]{{IdeologyIcon}}<br><br>
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|}
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When choosing a [[plant]] for the hydroponics basin, it should be considered that they have differing fertility sensitivities and growth cycles. Therefore, growing [[potatoes]] yields much less nutrition per day as growing [[rice]] does, but (having a longer cycle) requires less labor to harvest and re-plant.
  
{{#ask: [[SowTags::Hydroponic]]
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Rice plants are the default crops to be grown in newly-built hydroponics basins. This can be changed by selecting a basin and selecting a different plant in the menu.
| format = ul
 
| class = ul-column-width-150
 
| link = none
 
| template = DLC Icons
 
  | sort = From DLC, Name
 
}}
 
  
=== Pollution ===
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Each basin has a [[cleanliness]] value of -3, making a large hydroponics farm a very "dirty" prospect.
Hydroponics Basins placed on [[Pollution||Polluted Ground]] {{BiotechIcon}} provide no protection to plants from the pollution, meaning that crops except for [[psychoid plant]]s and [[toxipotato plant]]s {{BiotechIcon}} will rapidly die. The 280% fertility of Hydroponics Basins is unchanged- this only benefits growing Psychoid as Toxipotatoes have a fertility sensitivity of 0% and grow no faster in hydroponics than they do in the ground.
 
  
 
== Analysis ==
 
== Analysis ==
Hydroponics are most useful if you have limited fertile grow space - whether your colony is inside a mountain, or in an extreme [[biome]] like a [[Biomes#Desert|desert]] or [[ice sheet]]. If there's plenty of fertile soil, then hydroponics can be useful, but more limited in scope.
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Hydroponics can almost triple (280%) the output compared to standard fields on the same footprint. This alone makes them a no-brainer for many players. However, growing crops in hydropnics is not without disadvantages, and these must be weighed against the impressive [[fertility]] boost.
 
 
In terms of yield, 1 tile of hydroponics is equivalent to 2.8 tiles of regular soil. Since soil is free, it is usually more cost effective to plant in more soil (when available) rather than build hydroponics. Once cost doesn't matter, hydroponics can be used in any biome to save space and therefore walking distance. See [[#Indoors]] for more analysis.
 
  
Not all crops may grow in hydroponics. Besides [[trees]] and [[decorative plants]], the following plants can't be grown in a hydroponics basin:
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The first is that power is absolutely critical to their use, without which the crops planted in the basin will rapidly die. Thus, [[Events#Solar Flare|solar flares]] will kill all hydroponic crops, though pawns can be ordered to harvest partially-grown crops before they wither, to prevent a total loss. [[Events#Breakdown|Breakdowns]] and [[Events#ZZZtt...|conduit explosions]] elsewhere in the power grid are also a concern, though crops can be saved if power is restored quickly enough. 
  
<ul><includeonly><onlyinclude>{{#if: {{#pos:{{{?SowTags}}}|Hydroponic}} ||<li>{{DLC Icons|{{{?Plant}}} }}</li>}}</onlyinclude></includeonly>
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Another disadvantage is the limited selection of crops that can be grown hydroponically.  
{{#ask: [[SowTags::+]] [[Type2::!Tree]] [[Type2::!Decorative]]
 
  | link = none
 
| named args = true
 
| ?SowTags = ?SowTags
 
| ?Name = ?Plant
 
| format = template
 
| template = :Hydroponics basin
 
| sort = From DLC, Name
 
}}
 
</ul>
 
  
Power is absolutely critical to use, as plants will quickly die without it. It is recommended to have [[batteries]] and/or alternative power sources in the case of [[Events#Breakdown|breakdowns]] and [[Events#ZZZtt...|conduit explosions]]. A long [[solar flare]] will kill all hydroponic crops, though colonists can harvest crops to prevent a total loss.
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Also, not all crops can be grown in hydroponics; if these crops are of importance to your colony, hydroponics can offer no help here. These crops are:
  
=== Indoors ===
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{|width="700"
{{Rewrite|section=1|reason=Sun lamp radius changed}}
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|
[[File:SunlampHydroponics.png|350px|thumb|right|24 hydroponics basins inside a sun lamp.]]
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* [[Corn plant|Corn]]
[[File:Hydroponics sunlamp comp.png|400px|thumb|right|Full hydroponics setup vs 3 sun lamps, including power & resources.<br/>Resource cost includes generators and batteries shown<br/>(but not heaters / coolers or power conduits).]]
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* [[Haygrass]]
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|
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* [[Cocoa tree]]
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* [[Nutrifungus]]
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|
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* [[Devilstrand mushroom]]<br><br>
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|}
  
When making a "greenhouse", you must consider other plant needs. [[Sun lamp]]s are required to grow crops in a [[roof]]ed room. You need a mostly roofed room in order to control the [[temperature]] for [[heater]]s and possibly [[cooler]]s. Sun lamps, consuming 2900 W of power for 13 hours, are very power demanding. You also need to power the hydroponics themselves. A sun lamp and 24 hydroponics set up would cost 4580W at day and 1680W at night. Given that sun lamps are on only 13.2 hours a day, this equates to an average of 1595w for a sunlamp and 3275w for a sun lamp + 24 basins.
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Lastly, understand that the massive increase in fertility does not increase the yield of a single crop cycle, it only speeds up that cycle, so doubling the output ''but'' also the demand for labor to plant/harvest those crops. If your current crops are taking up more than half the time of your [[Plants|Planter(s)]], they will need help to keep up with any newly increased rate of production.
  
For indoor farming, hydroponics should be compared to placing extra sun lamps and building generators. Hydroponics can be used to grow crops with a sun lamp, but a lamp can also be used to grow indoors without hydroponics. You can fit up to 24 basins per sun lamp, for a total of 280% growth for 1 sun lamp. Alternatively, you could place 2 more sun lamps, for a total of 300% growth (relative to 1 sun lamp).
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{{For|for additional analysis|Sun lamp}}
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[[File:SunlampHydroponics.png|350px|thumb|right]]
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=== Sun lamp arrangement ===
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It is possible to fit 24 hydroponics basins inside the "brightly lit" area of a sun lamp with the following configuration:
  
* 24 hydroponics basins would cost {{Required Resources|Hydroponics basin|24}} and {{#expr:{{Q|Hydroponics basin|Power Consumption}}*-24}} W.  
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This Setup will use 4580W at day and 1680W at night. A [[Solar generator]] produces 1700W and a [[Geothermal generator]] 3600W,  
* 2 extra sun lamps would cost {{Required Resources|Sun lamp|2}} for the lamps, and {{Required Resources|Solar generator|4}} for 4 [[solar generator]]s used to power the lamp. Outside of the planet's poles, these generators are enough to power 2 sun lamps with a [[battery]] or two.
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so three Solar Generators (and a few [[Battery|Batteries]]) or one Geothermal generator (plus a little help) are needed to power it.  
  
As 3 sun lamps are ''much'' less expensive than 1 sun lamp with a full hydroponics set up, placing sun lamps will be the preferred option for many stages of the game. Even considering the cost of extra batteries and heaters, this is still cheaper.
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If there is a roof over the hydroponics area, it may be wise to use the four empty tiles for roof support columns. This is not necessary if there are supports immediately outside the sun lamp's radius. These tiles could also be used for [[plant pot]]s or [[sculptures|art]] to boost growers' [[mood]].
 
 
In the late game, when [[steel]] and [[component]]s are trivial to obtain, then hydroponics have a few key advantages over sun lamps. They take up less space, meaning they are easier to defend. As they take up less space, colonists will need to walk less, which increases efficiency. Because hydroponics isn't dirt, it can save on cleaning time. Finally, hydroponics are more stable - if a [[blight]] takes out the greenhouse, then only 1.98 days of growth is lost. Even when considering [[solar flare]]s, rice in hydroponics grows so fast that it remains a consistent source of food.
 
 
 
'''Notes'''
 
* The DLC-exclusive plants [[fibercorn]] {{IdeologyIcon}} and [[nutrifungus]] {{IdeologyIcon}} do not require a sun lamp to grow indoors, but their extremely low Fertility Sensitivity means that building hydroponics basins provides a minimal benefit.
 
* It is possible to leave up to 25% of a room unroofed, which lets sunlight through, without needing a sun lamp, whilst allowing temperature control. However, this is inefficient for temperature.
 
  
 
=== Outdoors ===
 
=== Outdoors ===
Hydroponics are not limited to indoor farming. As mentioned previously, it is usually better to grow in more soil than it is to build hydroponics. But if soil is limited, and temperature permits - namely in a desert - then hydroponics can be viable as a farming tool.
 
  
Note that hydroponics basins can be destroyed by [[raider]]s. You may want to build a hydroponics room, and just leave it unroofed. You could roof it in later in case of an event like [[toxic fallout]] or [[cold snap]].
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Alternatively, you can opt to put all your hydroponics basins outdoors, using the natural light outside to grow plants. This negates the controlled temperature and light level advantage of indoor greenhouses but saves a great deal of power.
  
=== Plant choice ===
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This method is very effective, for example, in an Extreme Desert which has a year-round growing season but not much available soil.
Since they have a unique use [[cotton plant]], [[healroot]], [[smokeleaf plant]] and [[tinctoria]] are all excellent choices for hydroponics basins. The same is true for [[hop plant]], [[psychoid plant]], [[fibercorn]] {{IdeologyIcon}} and [[toxipotato plant]],{{BiotechIcon}} their [[Property:Fertility Sensitivity|fertility sensitivity]] of 70% to 0% respectively means the advantage of growing them in hydroponics basins compared to less fertile soil is rather limited, however.
 
 
 
When it comes to growing food, consider the following:
 
 
 
:'''[[Rice plant]]s''' will provide the best crop yields. Lit with a sunlamp in optimal temperatures, a hydroponics basin will yield {{#expr: 4 * {{Q|Rice plant|Harvest Yield}} }} {{Icon Small|rice}} [[rice]] every {{#expr: {{Q|Rice plant|Real Grow Days}} / (((2.8 - 1) * {{Q|Rice plant|Fertility Sensitivity}}) + 1) round 2}}&nbsp;days, or {{#expr: 4 * {{Q|Rice plant|Harvest Yield Per Day (280)}} }} food per day (assuming a 100% mutiplier from [[difficulty]]). The exact amount may vary due to sowing and harvesting times, as well as external factors like power outages and solar flares. In spite of this, rice remains the crop with the greatest yield potential.
 
 
 
:'''[[Strawberry plant]]s''' provide the second highest crop yields, producing {{#expr: 4 * {{Q|Strawberry plant|Harvest Yield}} }} {{Icon Small|berries}} [[berries]] every {{#expr: {{Q|Strawberry plant|Real Grow Days}} / (((2.8 - 1) * {{Q|Strawberry plant|Fertility Sensitivity}}) + 1) round 2}}&nbsp;days (assuming a 100% mutiplier from [[difficulty]]) under a sunlamp and optimal temperatures. This works out to about {{#expr: 4 * {{Q|Strawberry plant|Harvest Yield Per Day (280)}} }} food per hydroponics basin per day. This is {{%|{{Q|Strawberry plant|Harvest Yield Per Day (280)}} / {{Q|Rice plant|Harvest Yield Per Day (280)}}|2}} of what a crop of hydroponic rice would yield in the same time-frame. However, berries have the advantage of being suitable for consumption immediately, without the need for cooking.
 
 
 
:'''[[Potato plant]]s''' are the least tile-efficient crop to grow. Their fertility sensitivity of {{Q|Potato plant|Fertility Sensitivity}} prevents them from gaining the full benefit from hydroponics. A hydroponics basin will yield {{#expr: 4 * {{Q|Potato plant|Harvest Yield}} }} {{Icon Small|potatoes}} [[potatoes]] every {{#expr: {{Q|Potato plant|Real Grow Days}} / (((2.8 - 1) * {{Q|Potato plant|Fertility Sensitivity}}) + 1) round 2}}&nbsp;days, or {{#expr: 4 * {{Q|Potato plant|Harvest Yield Per Day (280)}} }} food per day (assuming a 100% mutiplier from [[difficulty]]). That is only {{%|{{Q|Potato plant|Harvest Yield Per Day (280)}} / {{Q|Rice plant|Harvest Yield Per Day (280)}}|2}} of what a crop of hydroponic rice would yield the same time-frame, they are technically the most ''work''-efficient crop in hydroponics, however. If you happen to be starved on grower time, then potatoes have a small niche – but a colony using hydroponics is unlikely to be starved on grower time.
 
 
 
:'''[[Nutrifungus]]''' {{IdeologyIcon}} might be a viable option if your [[ideoligion]] {{IdeologyIcon}} prefers eating [[raw fungus]]. A hydroponics basin will yield {{#expr: 4 * {{Q|Nutrifungus|Harvest Yield}} }} {{Icon Small|raw fungus}} [[raw fungus]] every {{#expr: {{Q|Nutrifungus|Real Grow Days}} / (((2.8 - 1) * {{Q|Nutrifungus|Fertility Sensitivity}}) + 1) round 2}}&nbsp;days, or {{#expr: 4 * {{Q|Nutrifungus|Harvest Yield Per Day (280)}} }} food per day (assuming a 100% multiplier from [[difficulty]]). That is only {{%|{{Q|Nutrifungus|Harvest Yield Per Day (280)}} / {{Q|Rice plant|Harvest Yield Per Day (280)}}|2}} of what a crop of hydroponic rice would yield the same time-frame, but with a potential mood buff {{IdeologyIcon}}.
 
 
 
== See also ==
 
* [[Growing zone]]
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.0.245|0.0.245]] - Balanced down hydroponics growth rate.
 
* [[Version/0.0.245|0.0.245]] - Balanced down hydroponics growth rate.
 
* [[Version/0.3.410|0.3.410]] - Fertility increase and requires power or the plants die. You can also now set what to grow on them.
 
* [[Version/0.3.410|0.3.410]] - Fertility increase and requires power or the plants die. You can also now set what to grow on them.
* Beta 19 - now requires components to build, and the default crop was changed to rice (from potatoes). It also received a remodel.
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*Since Beta 19 it now requires components to build, and the default crop was changed to rice (from potatoes). It also received a remodel.
* [[Version/1.4.3523|1.4.3523]] - Fix exploit: Growing multiple plants in single spot in hydroponics basin.
 
* [[Version/1.4.3641|1.4.3641]] - Fix: [[Gauranlen seed|Gauranlen]] and [[polux seed]]s can be planted on hydroponics basins.
 
 
 
 
<gallery>
 
<gallery>
 
OldHydroponics.png|The Old Hydroponics Texture
 
OldHydroponics.png|The Old Hydroponics Texture
 
</gallery>
 
</gallery>
  
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{{nav|production|wide}}
[[Category:Production]] [[Category:Food Production]] [[Category:Drug Production]]
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[[Category:Production]]
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[[Category:Plants]]

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