Difference between revisions of "Hydroponics basin"

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{{infobox main|production|
 
|name = Hydroponics basin
 
|name = Hydroponics basin
 
|image = HydroponicsTable.png|Hydroponics basin
 
|image = HydroponicsTable.png|Hydroponics basin
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|resource 2 amount = 1
 
|resource 2 amount = 1
 
}}
 
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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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A '''hydroponics basin''' provides a highly fertile medium, making [[crop]]s grow faster.
 
 
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 ==
 
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}}.
 
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}}.
  
== Usage ==
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== Summary ==
[[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.
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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.
  
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.)
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Hdroponics basins are placed on the ground, and default to planting [[rice plant]]s. 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. Basins 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.
  
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.
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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 roof, and use a building 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".
  
The following plants can be grown in hydroponics basins:  
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Colonists will automatically plant only 1 type of plant per basin. The following plants can be grown in hydroponics basins:  
 
<!-- basic plants listed in in-game order, then Ideology plants -->
 
<!-- basic plants listed in in-game order, then Ideology plants -->
 
{|width="600"
 
{|width="600"
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* [[Tinctoria]]{{IdeologyIcon}}<br><br>
 
* [[Tinctoria]]{{IdeologyIcon}}<br><br>
 
|}
 
|}
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.
 
 
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.
 
 
Each basin has a [[cleanliness]] value of -3, making a large hydroponics farm a very "dirty" prospect.
 
  
 
== Analysis ==
 
== Analysis ==
 
[[File:SunlampHydroponics.png|350px|thumb|right]]
 
[[File:SunlampHydroponics.png|350px|thumb|right]]
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.
+
Hydroponics basins 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. Also, hydroponics has a much weaker effect on plants with lower fertillity sensitivity, like [[potato plant|potatoes]].
  
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.
+
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.
  
 
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. The following plants can't be grown in a hydroponics basin:
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* [[Devilstrand mushroom]]
 
* [[Devilstrand mushroom]]
  
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.
+
When making a "greenhouse", you must consider other plant needs. [[Temperature]] is a key issue when growing crops; it can only be changed when indoors and under a roof. Once in a room, [[heater]]s and [[cooler]]s are the best ways of regulating temperature. [[Sun lamp]]s are required to grow most crops (all crops in the base game) under a roof, in the absence of sunlight. Sun lamps in particular consume a large amount of power, so that must be taken into consideration.
 +
 
 +
The DLC-exclusive plants [[Fibercorn]]{{IdeologyIcon}} and [[Nutrifungus]]{{IdeologyIcon}} do not require a sun lamp to function, which saves a lot of power. 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 basins rather questionable.
  
 
=== Sun lamp arrangement ===
 
=== Sun lamp arrangement ===
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=== 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.
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.
 
  
 
This method is very effective, for example, in an Extreme Desert which has a year-round growing season but not much available soil.
 
This method is very effective, for example, in an Extreme Desert which has a year-round growing season but not much available soil.

Revision as of 18:40, 1 October 2022

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%
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 provides a highly fertile medium, making crops grow faster.

Acquisition

Hydroponics basins can be constructed once the Hydroponics research project has been completed. They require Steel 100 Steel, Component 1 Component, 2,800 ticks (46.67 secs) of work, and a Construction skill of 4.

Summary

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.

Hdroponics basins are placed on the ground, and default to planting rice plants. 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. Basins 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.

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 roof, and use a building 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. The following plants can be grown in hydroponics basins:

Analysis

SunlampHydroponics.png

Hydroponics basins 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. Also, hydroponics has a much weaker effect on plants with lower fertillity sensitivity, like potatoes.

Power is absoultely 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.

Not all crops may grow in hydroponics. The following plants can't be grown in a hydroponics basin:

When making a "greenhouse", you must consider other plant needs. Temperature is a key issue when growing crops; it can only be changed when indoors and under a roof. Once in a room, heaters and coolers are the best ways of regulating temperature. Sun lamps are required to grow most crops (all crops in the base game) under a roof, in the absence of sunlight. Sun lamps in particular consume a large amount of power, so that must be taken into consideration.

The DLC-exclusive plants FibercornContent added by the Ideology DLC and NutrifungusContent added by the Ideology DLC do not require a sun lamp to function, which saves a lot of power. 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 basins rather questionable.

Sun lamp arrangement

It is possible to fit 24 hydroponics basins inside the "brightly lit" area of a sun lamp with the following configuration:

This Setup will use 4580W at day and 1680W at night. A Solar generator produces 1700W and a Geothermal generator 3600W, so three Solar Generators (and a few 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 pots or art to boost growers' mood.

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.

This method is very effective, for example, in an Extreme Desert which has a year-round growing season but not much available soil.

Version history

  • 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.
  • Since Beta 19 it now requires components to build, and the default crop was changed to rice (from potatoes). It also received a remodel.