Difference between revisions of "Hydroponics basin"

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== Analysis ==
 
== Analysis ==
[[File:SunlampHydroponics.png|350px|thumb|right]]
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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 basins can almost triple (280%) the output compared to standard fields on the same footprint, making them very useful for indoor farming. 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 fertility sensitivity, like [[potato plant|potatoes]].
 
 
 
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 [[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]]
  
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.
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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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===Indoors===
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[[File:SunlampHydroponics.png|350px|thumb|right|24 hydroponics basins inside a sun lamp.]]
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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.
  
The DLC-exclusive plants [[Fibercorn]]{{IdeologyIcon}} and [[Nutrifungus]]{{IdeologyIcon}} do not require a sun lamp to function, but their extremely low Fertility Sensitivity means that building hydroponics basins provides minimal benefit.
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For indoor farming, hydroponics should be compared to placing extra sun lamps and building their requisite power. 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 per sun lamp. Alternatively, you could place 2 more sun lamps, for a total of 300% growth.
  
=== Sun lamp arrangement ===
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* 24 hydroponics basins would cost {{Required Resources|Hydroponics basin|24}} and {{#expr:{{Q|Hydroponics basin|Power Consumption}}*-24}} W.
{{For|additional analysis|Sun lamp}}
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* 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.
It is possible to fit 24 hydroponics basins inside the "brightly lit" area of a sun lamp with the following configuration:
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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.
  
This Setup will use 4580W at day and 1680W at night. A [[Solar generator]] produces 1700W and a [[Geothermal generator]] 3600W,  
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But once [[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. Finally, hydroponics are more stable - if a [[blight]] takes out the greenhouse, then only 1.98 days of growing is lost. Even when considering [[solar flare]]s, rice in hydroponics grows so fast that it remains a consistent source of food.
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]].
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'''Notes'''
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*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.
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*It is possible to leave up to 25% of a room unroofed, which lets sunlight, without needing a sun lamp, whilst allowing temperature control. However, this is inefficient for temperature.
  
=== Outdoors ===
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===Outdoors===
Alternatively, you can opt to put your hydroponics basins outdoors, using the natural light and heat outside to grow plants. This negates the controlled temperature and light level advantage of indoor greenhouses, but saves a great deal of power.  
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Hydroponics are not limited to indoor farming. If the temperature permits, but soil is limited, like in a desert, then hydroponics can be viable as to farm.
  
Usually, it is better to use more space to grow more crops, instead of using steel and power for hydroponics. However, larger fields are harder to defend and walk to, which can be a problem for certain base layouts. In addition, the amount of soil nearby may be a concern. For example, outdoor hydroponics are useful in an Extreme Desert, where temperature is high, but available soil is very low.
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A tile of hydroponics is almost exactly equal to 2.8 tiles of regular soil, both in terms of yield/day and in terms of work. So if you have enough soil, just plant more crops. Note that hydroponoics basins can be destroyed by [[raider]]s. You may want to build a room, and just leave it unroofed.
  
 
== See also ==
 
== See also ==

Revision as of 22:17, 17 February 2023

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

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.

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. Each basin has a cleanliness value of -3, making a large hydroponics farm a very "dirty" prospect. They do not short circuit in the rain.

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

PollutionContent 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 plantsContent added by the Biotech DLC can grow in a basin under pollution. Of those, only psychoid receives any appreciable effect. (Toxipotatoes have a fertility sensitivity of 0%; they grow no faster in hydroponics than they do in the ground).

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

Not all crops may grow in hydroponics. 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

24 hydroponics basins inside a sun lamp.

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.

For indoor farming, hydroponics should be compared to placing extra sun lamps and building their requisite power. 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 per sun lamp. Alternatively, you could place 2 more sun lamps, for a total of 300% growth.

  • 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.

But once 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. Finally, hydroponics are more stable - if a blight takes out the greenhouse, then only 1.98 days of growing 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 FibercornContent added by the Ideology DLC and NutrifungusContent 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, without needing a sun lamp, whilst allowing temperature control. However, this is inefficient for temperature.

Outdoors

Hydroponics are not limited to indoor farming. If the temperature permits, but soil is limited, like in a desert, then hydroponics can be viable as to farm.

A tile of hydroponics is almost exactly equal to 2.8 tiles of regular soil, both in terms of yield/day and in terms of work. So if you have enough soil, just plant more crops. Note that hydroponoics basins can be destroyed by raiders. You may want to build a room, and just leave it unroofed.

See also

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.