Editing Plants
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 197: | Line 197: | ||
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 == |
− | {{ | + | {{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]] | ||
Line 211: | Line 210: | ||
{| class="wikitable" | {| class="wikitable" | ||
− | | Plants per Pawn = Hunger rate<ref>This is | + | |- |
+ | | Plants per Pawn = Hunger rate<ref>This is {{#expr: 1.6 * {{Q|Human|Base Hunger Rate}}}} for [[Human]]s</ref> ÷ (Yield per Day<ref>Depends on soil type, see [[#Fertility|Fertility]] for details.</ref> × 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> × 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> × Plant Harvest Yield<ref>See [[Plant Harvest Yield]] for details.</ref>) | ||
|} | |} | ||
<references/> | <references/> | ||
− | |||
− | |||
− | |||
− | + | '''Quick reference of common crops used for simple/fine meals (180% nutrient efficiency)''' | |
− | + | * Rice: 3.9 (Gravel), 2.7 (Normal), 1.9 (Fertile), 1 (Hydroponic) | |
− | + | * Corn: 1.1 (Gravel), 0.8 (Normal), 0.5 (Fertile) | |
− | + | * Potato: 1.8 (Gravel), 1.6 (Normal), 1.4 (Fertile), 0.9 (Hydroponic) | |
− | + | * Strawberry: 3.4 (Gravel), 2.4 (Normal), 1.7 (Fertile), 0.8 (Hydroponic) | |
− | + | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Plant growth approaches== | ==Plant growth approaches== | ||
Line 337: | Line 253: | ||
* 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 | ||
Line 360: | Line 277: | ||
* Net wood-negative when using campfires to grow trees. | * Net wood-negative when using campfires to grow trees. | ||
− | ===Hydroponics | + | ===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. | ||
Line 370: | Line 287: | ||
'''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 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. | ||
− | * If the basin loses power | + | * 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]] | + | * 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. | ||