Difference between revisions of "Hydroponics basin"

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{{infobox main|production|
+
{{Infobox main|production
|name = Hydroponics basin
+
| name = Hydroponics basin
|image = HydroponicsTable.png|Hydroponics basin
+
| image = HydroponicsTable.png
|imagesize = 250px
+
| description = An artificial nutrient bath for growing plants. The nutrients pumps must work continuously; the plants will die if power is cut.
|description = An artificial nutrient bath for growing plants. The nutrients pumps must work continuously; the plants will die if power is cut.
+
| type = Building
|type = Building
+
| type2 = Production
|type2 = Production
+
| placeable = true
|placeable = true
+
| path cost = 30
|path cost = 30
+
| blockswind = false
|passability = pass through only
+
| passability = pass through only
|cover = 0.3
+
| cover = 0.3
|minifiable = false
+
| minifiable = false
|size = 1 ˣ 4
+
| size = 1 × 4
|flammability = 0.5
+
| flammability = 0.5
|hp = 180
+
| hp = 180
|cleanliness = -3
+
| cleanliness = -3
|power = -70
+
| power = -70
|terrain affordance = medium
+
| terrain affordance = medium
|research = Hydroponics
+
| research = Hydroponics
|skill 1 = Construction
+
| skill 1 = Construction
|skill 1 level = 4
+
| skill 1 level = 4
|work to make = 2800
+
| work to make = 2800
|resource 1 = Steel
+
| resource 1 = Steel
|resource 1 amount = 100
+
| resource 1 amount = 100
|resource 2 = Component
+
| resource 2 = Component
|resource 2 amount = 1
+
| resource 2 amount = 1
 
}}
 
}}
A '''hydroponics basin''' provides a highly fertile medium, making [[crop]]s grow faster.
+
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.
  
 
== Acquisition ==
 
== Acquisition ==
Hydroponics basins can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
+
{{Acquisition}}
  
 
== Summary ==
 
== Summary ==
Hdroponics basins are placed on the ground and accept plant growth. 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. One [[solar flare]] or broken wire can likely destroy a whole batch of crops. They work indoors and outdoors, and don't short circuit in the [[rain]]. They can't be uninstalled, only deconstructed for half their value as usual. Each basin has a [[cleanliness]] value of -3, making a large hydroponics farm a very "dirty" prospect.
+
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.
  
A powered hydroponics basin acts as a terrain with 280% soil [[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]].
  
Hydroponics only provides soil fertility, so all other plant growth conditions must be met. Plants may require [[temperature]] regulation and [[light]], which is obtained by being indoors with a [[heater]]/[[cooler]] and [[sunlamp]].
+
{{Cleanliness Note}}
  
Colonists will automatically plant only 1 type of plant per basin. A hydroponics basin defaults to planting [[rice plant]]s. The following plants can be grown in hydroponics basins:  
+
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".
<!-- basic plants listed in in-game order, then Ideology plants -->
+
 
{|width="600"
+
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:
|
+
 
* [[Rice plant|Rice]]
+
{{#ask: [[SowTags::Hydroponic]]
* [[Potato plant|Potatoes]]
+
| format = ul
* [[Strawberry plant|Strawberries]]
+
| class = ul-column-width-150
* [[Healroot]]
+
| link = none
|
+
| template = DLC Icons
* [[Cotton plant]]
+
| sort = From DLC, Name
* [[Hop plant]]
+
}}
* [[Psychoid plant]]
+
 
* [[Smokeleaf plant]]
+
=== Pollution ===
|
+
[[Pollution]] {{BiotechIcon}} underneath does not lower the fertility of hydroponics. However, most plants will rapidly die if the terrain becomes polluted, even in a basin. Only [[psychoid plant]]s and [[toxipotato plant]]s {{BiotechIcon}} can grow in a basin over pollution. Of those, only psychoid receives any appreciable effect from the basin. Toxipotatoes have a fertility sensitivity of 0%; they grow no faster in hydroponics than they do in the ground.
* [[Fibercorn]]{{IdeologyIcon}}
 
* [[Nutrifungus]]{{IdeologyIcon}}
 
* [[Tinctoria]]{{IdeologyIcon}}<br><br>
 
|}
 
  
 
== Analysis ==
 
== Analysis ==
[[File:SunlampHydroponics.png|350px|thumb|right]]
+
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.  
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, this output comes at nearly triple the labour - hydroponics only increases growth rate, not harvest yield. So if growers and harvesters are already in high demand, then adding hydroponics won't help. Hydroponics has a much weaker effect on plants with lower fertillity sensitivity, like [[potato plant|potatoes]].
 
  
Power is absoultely critical to use, as plants will quickly die without it. It is recommended to have [[Battery|batteries]] and/or alternative power sources in the case of [[Events#Breakdown|breakdowns]] and [[Events#ZZZtt...|conduit explosions]].  A long [[Events#Solar Flare|solar flare]] will kill all hydroponic crops, though colonists can harvest crops to prevent a total loss.
+
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. The following plants can't be grown in a hydroponics basin:
+
Not all crops may grow in hydroponics. Besides [[trees]] and [[decorative plants]], the following plants can't be grown in a hydroponics basin:
<!--{{#ask: [[sowTags::!~*Hydroponic*]] [[Type2::!Tree]] [[Type2::!Decorative]]}}-->
 
* [[Corn plant|Corn]]
 
* [[Haygrass]]
 
* [[Cocoa tree]]
 
* [[Devilstrand mushroom]]
 
  
When making an indoors "greenhouse", you must consider other plant needs. [[Heater]]s and [[cooler]]s must be indoors and under a roof to actually function. [[Sun lamp]]s are required to grow most crops (all crops in the base game) in a roofed room, in the absence of sunlight. Note that [[standing lamp]]s aren't suitable for crop growth, as they provide a maximum of 50% lighting and do not "stack" (plants require 51% light). Sun lamps in particular consume a large amount of power, so that must be taken into consideration.
+
<ul><includeonly><onlyinclude>{{#if: {{#pos:{{{?SowTags}}}|Hydroponic}} ||<li>{{DLC Icons|{{{?Plant}}} }}</li>}}</onlyinclude></includeonly>
 +
{{#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>
  
The DLC-exclusive plants [[Fibercorn]]{{IdeologyIcon}} and [[Nutrifungus]]{{IdeologyIcon}} do not require a sun lamp to function. Fibercorn can grow under a standing lamp (requiring only 30% light), and Nutrifungus must not have any light. However, their extremely low Fertility Sensitivity makes building Hydroponics largely a waste.
+
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.
  
=== Sun lamp arrangement ===
+
=== Indoors ===
{{For|additional analysis|Sun lamp}}
+
[[File:SunlampHydroponics.png|350px|thumb|right|24 hydroponics basins inside a sun lamp.]]
It is possible to fit 24 hydroponics basins inside the "brightly lit" area of a sun lamp with the following configuration:
+
[[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).]]
  
This Setup will use 4580W at day and 1680W at night. A [[Solar generator]] produces 1700W and a [[Geothermal generator]] 3600W,
+
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.
so three Solar Generators (and a few [[Battery|Batteries]]) or one Geothermal generator (plus a little help) are needed to power it.  
 
  
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]].
+
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).
 +
 
 +
* 24 hydroponics basins would cost {{Required Resources|Hydroponics basin|24}} and {{#expr:{{Q|Hydroponics basin|Power Consumption}}*-24}} W.
 +
* 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.
 +
 
 +
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.
 +
 
 +
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 ===
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.
+
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.  
  
This method is very effective, for example, in an Extreme Desert which has a year-round growing season but not much available soil.
+
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]].
 +
 
 +
=== Plant choice ===
 +
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.
*Since Beta 19 it now requires components to build, and the default crop was changed to rice (from potatoes). It also received a remodel.
+
* Beta 19 - 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>
  
{{nav|production|wide}}
+
{{Nav|production|wide}}
 
[[Category:Production]] [[Category:Food Production]] [[Category:Drug Production]]
 
[[Category:Production]] [[Category:Food Production]] [[Category:Drug Production]]

Latest revision as of 21:30, 11 March 2024

Hydroponics basin

Hydroponics basin

An artificial nutrient bath for growing plants. The nutrients pumps must work continuously; the plants will die if power is cut.

Base Stats

Type
BuildingProduction
Market Value
230 Silver [Note]
HP
180
Flammability
50%
Path Cost
30

Building

Size
1 × 4
Minifiable
False
Placeable
True
Passability
pass through only
Cover Effectiveness
30%
Blocks Wind
False
Terrain Affordance
Medium
Power
-70 W
Cleanliness
-3

Creation

Required Research
Hydroponics
Skill Required
Construction 4
Work To Make
2,800 ticks (46.67 secs)
Resources to make
Steel 100 + Component 1
Deconstruct yield
Steel 50 + Component 0 - 1
Destroy yield
Steel 25 + Component 0 - 1

A hydroponics basin is a production building that provides a highly fertile area for growing crops fast and in areas that otherwise would not support them.

Acquisition[edit]

Hydroponics basins can be constructed once the hydroponics research project has been completed. Each requires Steel 100 Steel, Component 1 Component, 2,800 ticks (46.67 secs) of work modified by the construction speed of the builder, and a construction skill of 4.

Once constructed, they cannot be re-installed, they can only be deconstructed.

Summary[edit]

A powered hydroponics basin acts as a terrain with 280% soil fertility, twice that of rich soil. The exact speed boost depends on the Fertility Sensitivity of the plant in question. For example, rice gets the full 280% effect, while 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.

Each hydroponics basin is considered dirty with a Cleanliness of −3, applied to the bottom-left-most tile from the player's perspective, regardless of orientation. This reduces the average cleanliness of the room it occupies.

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 lamps 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".

Colonists will automatically plant only 1 type of plant per basin. By default, this is rice. The following plants can be grown in hydroponics basins:

Pollution[edit]

Pollution Content added by the Biotech DLC underneath does not lower the fertility of hydroponics. However, most plants will rapidly die if the terrain becomes polluted, even in a basin. Only psychoid plants and toxipotato plants Content added by the Biotech DLC can grow in a basin over pollution. Of those, only psychoid receives any appreciable effect from the basin. Toxipotatoes have a fertility sensitivity of 0%; they grow no faster in hydroponics than they do in the ground.

Analysis[edit]

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 desert or ice sheet. If there's plenty of fertile soil, then hydroponics can be useful, but more limited in scope.

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:

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 breakdowns and conduit explosions. A long solar flare will kill all hydroponic crops, though colonists can harvest crops to prevent a total loss.

Indoors[edit]

24 hydroponics basins inside a sun lamp.
Full hydroponics setup vs 3 sun lamps, including power & resources.
Resource cost includes generators and batteries shown
(but not heaters / coolers or power conduits).

When making a "greenhouse", you must consider other plant needs. Sun lamps are required to grow crops in a roofed room. You need a mostly roofed room in order to control the temperature for heaters and possibly coolers. 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.

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).

  • 24 hydroponics basins would cost Steel 2400 Steel, Component 24 Components and 1680 W.
  • 2 extra sun lamps would cost Steel 80 Steel for the lamps, and Steel 400 Steel, Component 12 Components for 4 solar generators 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.

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.

In the late game, when steel and components 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 flares, rice in hydroponics grows so fast that it remains a consistent source of food.

Notes

  • The DLC-exclusive plants fibercorn Content added by the Ideology DLC and nutrifungus Content added by the Ideology DLC 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[edit]

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 raiders. 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.

Plant choice[edit]

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 Content added by the Ideology DLC and toxipotato plant,Content added by the Biotech DLC their 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 plants will provide the best crop yields. Lit with a sunlamp in optimal temperatures, a hydroponics basin will yield 24 Rice rice every 1.98 days, or 12.12 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 plants provide the second highest crop yields, producing 32 Berries berries every 3.03 days (assuming a 100% mutiplier from difficulty) under a sunlamp and optimal temperatures. This works out to about 10.56 food per hydroponics basin per day. This is 87.13% 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 plants are the least tile-efficient crop to grow. Their fertility sensitivity of 0.4 prevents them from gaining the full benefit from hydroponics. A hydroponics basin will yield 44 Potatoes potatoes every 6.23 days, or 7.08 food per day (assuming a 100% mutiplier from difficulty). That is only 58.42% 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 Content added by the Ideology DLC might be a viable option if your ideoligion Content added by the Ideology DLC prefers eating raw fungus. A hydroponics basin will yield 44 Raw fungus raw fungus every 8.72 days, or 5.04 food per day (assuming a 100% multiplier from difficulty). That is only 41.58% of what a crop of hydroponic rice would yield the same time-frame, but with a potential mood buff Content added by the Ideology DLC.

See also[edit]

Version history[edit]

  • 0.0.245 - Balanced down hydroponics growth rate.
  • 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.
  • 1.4.3523 - Fix exploit: Growing multiple plants in single spot in hydroponics basin.
  • 1.4.3641 - Fix: Gauranlen and polux seeds can be planted on hydroponics basins.