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{{for|the skill of the same name|Skills#Plants{{!}}Skills}}
 
{{for|the skill of the same name|Skills#Plants{{!}}Skills}}
 
{{TOCright}}
 
{{TOCright}}
'''Plants''' are passive, flammable objects available in numerous species of different appearance, growth rate, lifespan, '''fertility''' requirements, and biome. Plants are generally passable, minifiable, provide no cover, and are not susceptible to Sharp or Blunt damage (except trees, cacti, and bushes.) All plants can be destroyed by [[Fire]], [[Work#Plant_cut|cutting]], a [[Defoliator ship]], or being consumed by an animal.
+
'''Plants''' come in varieties that are either cultivated or grow wild. Cultivated plants are planted by colonists in a [[growing zone]] or a [[hydroponics basin]], mainly for food. Wild plants grow naturally throughout the map. Some wild plants spread themselves via seeds. Animals mostly graze on wild plants but will happily eat cultivated crops as well, including tamed animals. Since Alpha 17, they leave [[filth|ash]] on the ground when burnt.
Plants may spontaneously grow in available tiles or can be cultivated by colonists in [[growing zone]]s or [[hydroponics basin]]s. With adequate time and environmental conditions, plants will age into a '''mature''' lifestage when they can be '''harvested''' by colonists assigned to [[Work#Grow|Grow]] work.
 
 
 
Plants are essential to producing [[food]], [[textile]]s, feed for [[animals]], [[dye]], [[wood]], [[chemfuel]], [[drug]]s, and [[medicine]].  
 
  
 
[[File:Plantation growing zone.png|500px]]
 
[[File:Plantation growing zone.png|500px]]
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===Fertility===
 
===Fertility===
{{For|[[human]] fertility|Reproduction#Fertility{{!}}Reproduction}}
 
Fertility is a measure of a location's efficacy for growing plants. Most plants have a Fertility requirement of at least 50% (except trees at a measly 30% Fertility). Plant growth speed is also positively correlated to soil Fertility. However, fertility does ''not'' affect the harvested yield from a plant, just the time to mature to that yield. Different [[terrain]]s or growing apparatuses have different fertilities.
 
  
 +
Fertility is a measure of a location's efficacy for growing plants. It matters for both for growth speed and whether a plant will tolerate growing in poorer soil.  It does ''not'' affect the harvested yield from a plant, just the time to mature to that yield. Different [[terrain]]s or growing apparatus have different fertilities.
  
 +
Most plants have a Fertility requirement of at least 50%. However, most Trees come out with a measly 30% Fertility.
  
Most plants have a <fertilityFactorGrowthRate>, which is used to determine how "picky" a plant is about terrain fertility. Ingame, this is also denoted as "Fertility sensitivity". A plant with a <fertilityFactorGrowthRate> of 0 will not care if it is planted on fertile soil or sand; it will grow at the same rate on any possible terrain tile. In contrast, a plant with a <fertilityFactorGrowthRate> of 1 will not grow so well if it is planted on anything less fertile than standard soil.
+
Most plants have a <fertilityFactorGrowthRate>, which is used to determine how "picky" a plant is about how fertile its terrain needs to be. Ingame this is also denoted as "Fertility sensitivity". A plant with a <fertilityFactorGrowthRate> of 0 will not care if it is planted on fertile soil or sand; it will grow at the same rate on any terrain tile that will accept its roots. In contrast, a plant with a <fertilityFactorGrowthRate> of 1 will not grow so well if it is planted on anything less fertile than standard soil.
  
 
'''Note''': Beyond 100% Fertility, high Fertility Sensitivity becomes a bonus rather than a penalty. For such cases highly sensitive plants are preferable.
 
'''Note''': Beyond 100% Fertility, high Fertility Sensitivity becomes a bonus rather than a penalty. For such cases highly sensitive plants are preferable.
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<big>{{math|''(GRF(F)) Growth Rate Factor(Fertility) {{=}} (Fertility &divide; 100% &minus; 1) &times; fertilityFactorGrowthRate + 1}}</big>
 
<big>{{math|''(GRF(F)) Growth Rate Factor(Fertility) {{=}} (Fertility &divide; 100% &minus; 1) &times; fertilityFactorGrowthRate + 1}}</big>
  
==== Fertility table ====
+
====Fertility table====
 
{{See also|Terrain}}
 
{{See also|Terrain}}
 
The table below lists the fertility of different terrains and other valid places to grow crops. Note that not all of the below support all plants - for example, trees cannot be grown in hydroponics basins, even though the basin's fertility is above their fertility requirement.
 
The table below lists the fertility of different terrains and other valid places to grow crops. Note that not all of the below support all plants - for example, trees cannot be grown in hydroponics basins, even though the basin's fertility is above their fertility requirement.
 
{| {{STDT| sortable c_25 text-center}}
 
{| {{STDT| sortable c_25 text-center}}
 
! Type !! Fertility
 
! Type !! Fertility
 +
|-
 +
! [[Bonsai pot]]{{IdeologyIcon}}
 +
| 100%
 +
|-
 +
! [[Fungal gravel]]{{IdeologyIcon}}
 +
| 70%
 
|-
 
|-
 
! [[Hydroponics basin]]
 
! [[Hydroponics basin]]
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|-
 
|-
 
! Stony soil
 
! Stony soil
| 70%
 
|-
 
! [[Bonsai pot]] {{IdeologyIcon}}
 
| 100%
 
|-
 
! [[Fungal gravel]] {{IdeologyIcon}}
 
 
| 70%
 
| 70%
 
|}
 
|}
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: Example: Rose (Needs light level: 30% Optimal light 100%). In soil or Plant pot (Fertility 100%) under Standing lamp Light (50%) growing Speed 29%)  
 
: Example: Rose (Needs light level: 30% Optimal light 100%). In soil or Plant pot (Fertility 100%) under Standing lamp Light (50%) growing Speed 29%)  
  
Most artificial light sources only provide 50% light. Only decorative plants, [[tinctoria]], and [[Fibercorn|fibercorn]] can grow under such poor light conditions. The [[sun lamp]] provides 100% light in its radius, and is thus usually required for any indoor growing.
+
Most artificial light sources only provide 50% light. Only decorative plants and can grow under such poor light conditions. The [[sun lamp]] provides 100% light in its radius, and is thus usually required for any indoor growing.
  
 
: <big>{{math|''(GRF(L)) Growth Rate Factor(Light) {{=}}<br>&#8199;&#8199;&#8199; (Light &minus; growMinGlow) &divide; (growOptimalGlow &minus; growMinGlow)}}</big>
 
: <big>{{math|''(GRF(L)) Growth Rate Factor(Light) {{=}}<br>&#8199;&#8199;&#8199; (Light &minus; growMinGlow) &divide; (growOptimalGlow &minus; growMinGlow)}}</big>
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* '''[[Trees]]''' are plants that yield wood or have "tree" in their name.
 
* '''[[Trees]]''' are plants that yield wood or have "tree" in their name.
 
* '''[[Domesticated plants]]''' are plants that can be planted by the player and yield something else than wood.
 
* '''[[Domesticated plants]]''' are plants that can be planted by the player and yield something else than wood.
* '''Food plants''' are plants that yield food.
+
* '''[[Food plants]]''' are plants that yield food.
* '''Resource plants''' are plants that yield something else than food and wood.
+
* '''[[Resource plants]]''' are plants that yield something else than food and wood.
  
 
=== Domesticated plants ===
 
=== Domesticated plants ===
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The yield of plants with products depends on four factors:  
 
The yield of plants with products depends on four factors:  
 
# The base yield of the plant
 
# The base yield of the plant
# The maturity of the plant. Plants that are harvested at the first possible moment (at growth 65%) will only grant half of the total normal yield; this scales linearly towards full harvest as the growth percentage increases. This gives a slight penalty to early harvests.
+
# The maturity of the plant which acts as a scalar on the set yield with immature plants lowering yield in ?Some relationship?
# The health of the plant. Damaged plants will lose up to half of their yield. A plant at 50% health will lose 25% of the yield.
 
 
# The [[Plant Harvest Yield]] of the harvesting pawn which acts as a scalar on the resulting number.
 
# The [[Plant Harvest Yield]] of the harvesting pawn which acts as a scalar on the resulting number.
 
# The [[AI Storytellers#Economy|Harvest Yield]] storyteller variable - note that [[Difficulty]] settings change variable even if a custom difficulty is not selected.
 
# The [[AI Storytellers#Economy|Harvest Yield]] storyteller variable - note that [[Difficulty]] settings change variable even if a custom difficulty is not selected.
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As plant harvest yield increases with [[Skills#Plants|Plants skill]], pawns with the highest skills should ideally be used to harvest plants, while any pawn can be used to sow them.
 
As plant harvest yield increases with [[Skills#Plants|Plants skill]], pawns with the highest skills should ideally be used to harvest plants, while any pawn can be used to sow them.
  
== Plants per pawn ==
+
==Plants per pawn ==
{{Move|section=true|destination=Food|reason=Alternative destination: [[Food production]]. Avoid redundency. Those pages are way more specific while this page covers all plants not just food plants}}
+
{{Stub|section=1|reason=Needs table with list of plants showing plants/human}}
 
The number of food-bearing plants required per pawn depends on a number of factors, including:
 
The number of food-bearing plants required per pawn depends on a number of factors, including:
 
 
* Hunger rate of the pawn
 
* Hunger rate of the pawn
 
* Soil type, including the use of [[hydroponics]]  
 
* Soil type, including the use of [[hydroponics]]  
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{| class="wikitable"
 
{| class="wikitable"
| Plants per Pawn = Hunger rate<ref>This is {{#vardefineecho:hungerRate|{{#expr: 1.6 * {{Q|Human|Base Hunger Rate}} }} }} for [[Human]]s</ref>  &divide; (Yield per Day<ref>Depends on soil type, see [[#Fertility|Fertility]] for details.</ref>  &times; Nutrition of each harvested item<ref>This is 0.05 for all crop products at the time of writing. See the page of the relevant raw food for details.</ref> &times; Nutrient efficiency of the meal<ref>This varies from as low as [[Vegetarian lavish meal|40%]] to as high as [[Nutrient paste meal|300%]]. See [[Meals]] for details. </ref> &times; Plant Harvest Yield<ref>This varies from 0% to 150%. See [[Plant Harvest Yield]] for details.</ref>)
+
|-
 +
| Plants per Pawn = Hunger rate<ref>This is {{#expr: 1.6 * {{Q|Human|Base Hunger Rate}}}} for [[Human]]s</ref>  &divide; (Yield per Day<ref>Depends on soil type, see [[#Fertility|Fertility]] for details.</ref>  &times; Nutrition of each harvested item<ref>This is 0.05 for all crop products at the time of writing. See the page of the relevant raw food for details.</ref> &times; Nutrient efficiency of the meal<ref>This varies from as low as [[Vegetarian lavish meal|40%]] to as high as [[Nutrient paste meal|300%]]. See [[Meals]] for details. </ref> &times; Plant Harvest Yield<ref>See [[Plant Harvest Yield]] for details.</ref>)
 
|}
 
|}
 
<references/>
 
<references/>
 
'''Quick reference for common crops'''
 
{{Recode|section=1|reason=1) Consider making it into a template 2) Account for overeating since that is more realistic and the worse case}}
 
The table below assumes humans with a [[Hunger Rate Factor]] of 100% are fed in a manner that no [[overeating]] occurs and the plants are harvested with a [[Plant Harvest Yield]] of 100%.
 
 
{| {{STDT|c_24}}
 
! Nutrient efficiency !! colspan="4" | 300% ([[Nutrient paste meal]])!! colspan="4" | 180% ([[Simple meal]]) !! colspan="4" | 120% ([[Vegetarian fine meal]])
 
|-
 
! style="background-color:#51a651;" | Fertility
 
! style="background-color:#51a651;" |  70%<br/>(Gravel)
 
! style="background-color:#51a651;" | 100%<br/>(Soil)
 
! style="background-color:#51a651;" | 140%<br/>(Rich soil)
 
! style="background-color:#51a651;" | 280%<br/>([[Hydroponics basin|Hydroponics<br/>basin]])
 
! style="background-color:#51a651;" |  70%<br/>(Gravel)
 
! style="background-color:#51a651;" | 100%<br/>(Soil)
 
! style="background-color:#51a651;" | 140%<br/>(Rich soil)
 
! style="background-color:#51a651;" | 280%<br/>([[Hydroponics basin|Hydroponics<br/>basin]])
 
! style="background-color:#51a651;" |  70%<br/>(Gravel)
 
! style="background-color:#51a651;" | 100%<br/>(Soil)
 
! style="background-color:#51a651;" | 140%<br/>(Rich soil)
 
! style="background-color:#51a651;" | 280%<br/>([[Hydroponics basin|Hydroponics<br/>basin]])
 
|-
 
! [[Rice plant]]
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Rice plant|Harvest Yield Per Day (70) }} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Rice plant|Harvest Yield Per Day (100)}} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Rice plant|Harvest Yield Per Day (140)}} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Rice plant|Harvest Yield Per Day (280)}} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Rice plant|Harvest Yield Per Day (70) }} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Rice plant|Harvest Yield Per Day (100)}} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Rice plant|Harvest Yield Per Day (140)}} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Rice plant|Harvest Yield Per Day (280)}} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Rice plant|Harvest Yield Per Day (70) }} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Rice plant|Harvest Yield Per Day (100)}} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Rice plant|Harvest Yield Per Day (140)}} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Rice plant|Harvest Yield Per Day (280)}} * 0.05 * 1.2) round 1}}
 
|-
 
! [[Corn plant]]
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Corn plant|Harvest Yield Per Day (70) }} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Corn plant|Harvest Yield Per Day (100)}} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Corn plant|Harvest Yield Per Day (140)}} * 0.05 * 3) round 1}}
 
| –
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Corn plant|Harvest Yield Per Day (70) }} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Corn plant|Harvest Yield Per Day (100)}} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Corn plant|Harvest Yield Per Day (140)}} * 0.05 * 1.8) round 1}}
 
| –
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Corn plant|Harvest Yield Per Day (70) }} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Corn plant|Harvest Yield Per Day (100)}} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Corn plant|Harvest Yield Per Day (140)}} * 0.05 * 1.2) round 1}}
 
| –
 
|-
 
! [[Potato plant]]
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Potato plant|Harvest Yield Per Day (70) }} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Potato plant|Harvest Yield Per Day (100)}} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Potato plant|Harvest Yield Per Day (140)}} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Potato plant|Harvest Yield Per Day (280)}} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Potato plant|Harvest Yield Per Day (70) }} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Potato plant|Harvest Yield Per Day (100)}} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Potato plant|Harvest Yield Per Day (140)}} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Potato plant|Harvest Yield Per Day (280)}} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Potato plant|Harvest Yield Per Day (70) }} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Potato plant|Harvest Yield Per Day (100)}} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Potato plant|Harvest Yield Per Day (140)}} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Potato plant|Harvest Yield Per Day (280)}} * 0.05 * 1.2) round 1}}
 
|-
 
! [[Nutrifungus]] {{IdeologyIcon}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Nutrifungus|Harvest Yield Per Day (70) }} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Nutrifungus|Harvest Yield Per Day (100)}} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Nutrifungus|Harvest Yield Per Day (140)}} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Nutrifungus|Harvest Yield Per Day (280)}} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Nutrifungus|Harvest Yield Per Day (70) }} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Nutrifungus|Harvest Yield Per Day (100)}} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Nutrifungus|Harvest Yield Per Day (140)}} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Nutrifungus|Harvest Yield Per Day (280)}} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Nutrifungus|Harvest Yield Per Day (70) }} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Nutrifungus|Harvest Yield Per Day (100)}} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Nutrifungus|Harvest Yield Per Day (140)}} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Nutrifungus|Harvest Yield Per Day (280)}} * 0.05 * 1.2) round 1}}
 
|-
 
! [[Toxipotato plant]] {{BiotechIcon}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Toxipotato plant|Harvest Yield Per Day (70) }} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Toxipotato plant|Harvest Yield Per Day (100)}} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Toxipotato plant|Harvest Yield Per Day (140)}} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Toxipotato plant|Harvest Yield Per Day (280)}} * 0.05 * 3) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Toxipotato plant|Harvest Yield Per Day (70) }} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Toxipotato plant|Harvest Yield Per Day (100)}} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Toxipotato plant|Harvest Yield Per Day (140)}} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Toxipotato plant|Harvest Yield Per Day (280)}} * 0.05 * 1.8) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Toxipotato plant|Harvest Yield Per Day (70) }} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Toxipotato plant|Harvest Yield Per Day (100)}} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Toxipotato plant|Harvest Yield Per Day (140)}} * 0.05 * 1.2) round 1}}
 
| {{#expr: {{#var:hungerRate}} / ({{Q|Toxipotato plant|Harvest Yield Per Day (280)}} * 0.05 * 1.2) round 1}}
 
|}
 
  
 
==Plant growth approaches==
 
==Plant growth approaches==
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=== Greenhouse ===
 
=== Greenhouse ===
The Greenhouse is a walled and roofed growing zone, with a sun lamp providing light and heaters or coolers maintaining climate
+
The Greenhouse is a walled and roofed growing zone, with a sunlamp providing light and heaters or coolers maintaining climate
  
 
'''Upsides:'''
 
'''Upsides:'''
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* Trees cannot be planted in greenhouses
 
* Trees cannot be planted in greenhouses
 
* Needs tiles that can support building walls to support the roof, which is difficult in swamp biomes
 
* Needs tiles that can support building walls to support the roof, which is difficult in swamp biomes
 +
* Sun lamps require incredible amounts of power during the day: 1-2 solar generators worth of production for the entirety of the plant's non-rest cycle
 
* High energy costs for maintaining sun lamps
 
* High energy costs for maintaining sun lamps
 
* Requires electricity research to unlock
 
* Requires electricity research to unlock
  
 
==== Open roof greenhouses ====
 
==== Open roof greenhouses ====
Only indoor rooms can control temperature, however any room is considered indoors so long as less than 1/4 of the tiles are unroofed, up to a limit of 300 unroofed tiles. Though unroofed sections increase the rate of temperature equalization significantly, this allows the creation of greenhouses that can be used to grow trees, which cannot usually be grown under [[roof]]s, or even without sun lamps.   
+
Only indoor rooms can control temperature, however any room is considered indoors so long as less than 1/4 of the tiles are unroofed. Though unroofed sections increase the rate of temperature equalization significantly, this allows the creation of greenhouses that can be used to grow trees, which cannot usually be grown under [[roof]]s, or even without sunlamps.   
  
These are constructed like most greenhouses, but with the [[remove roof area]] order used to remove 1 tile fewer than 1/4 of the roof. If for growing trees, these removed areas should be spaced 1 tile away from each other gap both horizontally and vertically, as trees cannot be sown next to each other. For growing traditional crops without a sun lamp, this should all be concentrated in one area to limit time spent traveling from place to place while sowing and harvesting.
+
These are constructed like most greenhouses, but with the [[remove roof area]] order used to remove 1 tile fewer than 1/4 of the roof. If for growing trees, these removed areas should be spaced 1 tile away from each other gap both horizontally and vertically, as trees cannot be sown next to each other. For growing traditional crops without a sunlamp, this should all be concentrated in one area to limit time spent traveling from place to place while sowing and harvesting.
  
Due to the costs of controlling the temperature, using this strategy to avoid the cost of sun lamps may or may not break even depending on the biome and the heating or cooling required.  In cold biomes, combination with a [[steam geyser]] can significantly reduce heating costs, making this strategy much more viable regardless of the intent. If using [[campfire]]s to heat the greenhouse, they should be placed in the roofed areas to prevent additional fuel usage during inclement [[weather]].  
+
Due to the costs of controlling the temperature, using this strategy to avoid the cost of sunlamps may or may not break even depending on the biome and the heating or cooling required.  In cold biomes, combination with a [[steam geyser]] can significantly reduce heating costs, making this strategy much more viable regardless of the intent. If using [[campfire]]s to heat the greenhouse, they should be placed in the roofed areas to prevent additional fuel usage during inclement [[weather]].  
  
 
'''Upsides:'''
 
'''Upsides:'''
* Does not require sun lamps or even electricity
+
* Does not require sunlamps or even electricity
 
* Can support trees, including [[cocoa tree]]s.
 
* Can support trees, including [[cocoa tree]]s.
 
** When used for trees, no larger than is necessary as trees can't be planted adjacent to each other anyway.
 
** When used for trees, no larger than is necessary as trees can't be planted adjacent to each other anyway.
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* Net wood-negative when using campfires to grow trees.
 
* Net wood-negative when using campfires to grow trees.
  
===Hydroponics basin===
+
===Hydroponics bay===
 
Hydroponics allows plants to grow without soil by using nutrients dissolved in a water bath. In-game, it requires research to unlock and the construction of one or more Hydroponics basins. These basins will override any growing zone they are placed on top of.
 
Hydroponics allows plants to grow without soil by using nutrients dissolved in a water bath. In-game, it requires research to unlock and the construction of one or more Hydroponics basins. These basins will override any growing zone they are placed on top of.
  
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'''Downsides:'''
 
'''Downsides:'''
* Building a sun lamp and 24 basins (the maximum amount of basins that can fit within a sun lamp's radius of light) requires a huge resource and power commitment, requiring 4580 watts, 1720 steel, and 24 components.
+
* Building a sunlamp and 24 basins (the maximum amount of basins that can fit within a sun lamp's radius of light) requires a huge resource and power commitment, requiring 4580 watts, 1720 steel, and 24 components.
* If the basin loses power or breaks down, the plants within will begin taking rotting damage which will kill most plants within 8 hours unless power is restored or the basin is repaired.  If the power stays off for an extended amount of time or the basin cannot be repaired, then harvesting the plants as soon as possible is recommended.
+
* If the basin loses power, the plants will die within an in-game hour, unless it can be repaired immediately.  If not, manually harvest as soon as possible.
* A power outage including [[Events#Solar flare|solar flares]] can wipe all of your hydroponic crops, requiring extensive replanting and usually disrupting food production.
+
* A power outage including [[Events#Solar flare|solar flares]] will wipe out the entire plant stock in all basins, requiring extensive replanting and usually disrupting food production.
 
* There are fewer options for growing crops within hydroponics basins.
 
* There are fewer options for growing crops within hydroponics basins.
  

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