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{{Rewrite|reason=Cleanup and clarity}}
 
{{for|the skill of the same name|Skills#Plants{{!}}Skills}}
 
{{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 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]].  
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{{Tocright}}
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'''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.
  
 
[[File:Plantation growing zone.png|500px]]
 
[[File:Plantation growing zone.png|500px]]
  
  
== Growth rate factors ==
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== Growth Rate Factors ==
  
 
===Fertility===
 
===Fertility===
{{For|[[human]] fertility|Reproduction#Fertility{{!}}Reproduction}}
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The medium used to grow the plants in matters for both for growth speed and if growing a plant is even possible in any given spot.
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.  
 
  
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Most plants have a Fertiltiy requirement of at least 50%. However, most Trees come out with a measily 30% Fertility.
  
 +
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.
  
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.
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'''Note''': Beyond 100% Fertility, high Fertiltiy 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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*Sand: 6%
 +
*Stony soil and Marshy soil: 70%
 +
*Soil and Lichen-covered dirt: 100%
 +
*Rich soil: 140%
 +
*Hydroponics: 280%
  
<big>{{math|''(GRF(F)) Growth Rate Factor(Fertility) {{=}} (Fertility &divide; 100% &minus; 1) &times; fertilityFactorGrowthRate + 1}}</big>
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<big>{{math|''(GRF(F)) Growth Rate Factor: Fertility {{=}} 1 + ( fertilityFactorGrowthRate &times; (Terrain Fertility &minus; 1))}}</big>
 
 
==== Fertility table ====
 
{{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.
 
{| {{STDT| sortable c_25 text-center}}
 
! Type !! Fertility
 
|-
 
! [[Hydroponics basin]]
 
| 280%
 
|-
 
! Lichen-covered soil
 
| 100%
 
|-
 
! Marshy soil
 
| 100%
 
|-
 
! [[Plant pot]]
 
| 100%
 
|-
 
! Rich soil
 
| 140%
 
|-
 
! Sand
 
| 10%
 
|-
 
! Soil
 
| 100%
 
|-
 
! Stony soil
 
| 70%
 
|-
 
! [[Bonsai pot]] {{IdeologyIcon}}
 
| 100%
 
|-
 
! [[Fungal gravel]] {{IdeologyIcon}}
 
| 70%
 
|}
 
  
 
===Temperature===
 
===Temperature===
For normal growth rate, plants require [[temperature]] between {{Temperature|10}} and {{Temperature|42}}. Plant growth rate drops by 10.0% for each degree Celsius below {{Temperature|10}}, and by 6.25% for each degree above {{Temperature|42}}. The plant's info window will show 'Non-ideal temperature. Temperature growth multiplier: #%'. Plants will not grow when the temperature falls below {{Temperature|0}} or rises above {{Temperature|58}}. The plant's info window will show 'Non-ideal temperature. Not growing.' If the temperature drops below {{Temperature|-10}}, the plant will either die or lose its leaves, depending on its type. This is obvious on trees, because it shows a new graphic with no leaves on it, but it actually applies to all wild(?) plants, including grasses. Leafless plants are inedible by animals. This may cause problems to inexperienced players, as it's unrealistic and the game doesn't give a hint on why colony's animals stop grazing and starve, the plants seem perfectly normal upon close examination. It takes 24 hours to regrow leaves after the temperature rises back above {{Temperature|-2}}, the plants cannot grow before then, despite possibly high enough temperature.
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For normal growth rate, plants require [[temperature]] between {{Temperature|10}} and {{Temperature|42}}. Plant growth rate drops by 10.0% for each degree Celsius below {{Temperature|10}}, and by 6.25% for each degree above {{Temperature|42}}. The plant's info window will show 'Out of ideal temperature range (growing at xx% of normal speed)'. Plants will not grow when the temperature falls below {{Temperature|1}} or rises above {{Temperature|57}}. The plant's info window will show 'Out of ideal temperature range (not growing)'. If the temperature drops below {{Temperature|-10}}, it will either die or lose its leaves, depending on the type of plant. Leafless plants cannot grow, and will take a full day to regrow their leaves after the temperature rises back above {{Temperature|-2}}.
  
The actual values of temperature and temperature growth multiplier are unseen real numbers, the game only shows rounded values. Thus, it is possible, for example, to see a 3% multiplier at 58°C (the actual temperature may be 57.52°C).
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<big>{{math|''(GRF(T)) Growth Rate Factor: Temperature {{=}} (Temperature(T)) &divide; 10 {{X|&nbsp;|24}}; Temperature(T) < 10C}}<br>
{{GraphChart|width=400|height=100|xAxisTitle=Temperature (°C)|yAxisTitle=Growth Factor|type=line|x=0, 10, 42, 58 |y1=0, 1, 1, 0|yType=number}}
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{{math|''(GRF(T)) Growth Rate Factor: Temperature {{=}} 1 {{X|&nbsp;|45}} ; 10C ≤ Temperature(T) 42C}}<br>
<big>{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} Temperature &divide; 10°C {{X|&nbsp;|15}}; Temperature < 10°C}}<br>
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{{math|''(GRF(T)) Growth Rate Factor: Temperature {{=}} (58C &minus; Temperature(T)) &divide; 15  ; 42C < Temperature(T) }}</big><br>
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} 1 {{X|&nbsp;|44}} ; 10°C ≤ Temperature ≤ 42°C}}<br>
 
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} (58°C &minus; Temperature) &divide; 16°C ; Temperature > 42°C}}</big>
 
  
 
===Light===
 
===Light===
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Decorative Plants typically require at least 30% [[Environment#Light|light]] to grow.
 
Decorative Plants typically require at least 30% [[Environment#Light|light]] to grow.
  
When a plant lacks adequate light its info window indicates this with the text <tt>'Needs light level: ##%'</tt>. Over that minimum a plant's growth rate will increase until it reaches its optimal light level (100% standard).
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This minimum light value can be modified by changing a plant's <growMinGlow> value. When a plant lacks adequate light its info window indicates this with the text <tt>'Needs light level: ##%'</tt>. Over that minimum a plant's growth rate will increase until it reaches its optimal light level (100% standard). A plant's optimal light level can be modified by changing its <growOptimalGlow> value.
: 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.
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Most artificial light sources only provide 50% light. Only decorative plants can grown 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>
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<big>{{math|''(GRF(L)) Growth Rate Factor: Light {{=}} (Light(L) &minus; growMinGlow) &divide; (growOptimalGlow &minus; growMinGlow)}}</big><br>
 
 
In [[Modding|mods]], this minimum light value can be modified by changing a plant's <growMinGlow> value. A plant's optimal light level can be modified by changing its <growOptimalGlow> value.
 
  
 
==Rest==
 
==Rest==
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<big>{{math|''Growing Ticks/Day {{=}} (60,000 Ticks/Day &times; 13/24) {{=}} 32,500 Ticks}}</big><br>
 
<big>{{math|''Growing Ticks/Day {{=}} (60,000 Ticks/Day &times; 13/24) {{=}} 32,500 Ticks}}</big><br>
{{clear}}
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{{clr}}
  
==Initial growth==
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==Instant Growth==
All plants receive an instantaneous growth of 5% when sown (planted).<br>
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All plants receive an instantaneous growth of 5% when sown/planted.<br>
This is relevant because it means that all plants only need to grow 95% from the moment they are sown to become fully grown (100%).<br>
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This is relevant because it means that all plants only need to grow 95% from the moment they are planted to become fully grown (100%).<br>
 
You'll see this show up in a later equation as a new value: Growth Remaining<br>
 
You'll see this show up in a later equation as a new value: Growth Remaining<br>
 
You can use this value to help determine how long a plant has left before it is fully grown.<br>
 
You can use this value to help determine how long a plant has left before it is fully grown.<br>
  
<big>{{math|''Growth Remaining'' {{=}} 1 &minus; 0.05 {{=}} 0.95}}; Plant was just sown<br>
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<big>{{math|''Growth Remaining {{=}} (1 &minus; 0.05)}} {{=}} 0.95 ; Plant was just sown/planted<br>
{{math|''Growth Remaining'' {{=}} 1 &minus; ''Current Growth'' &lt; 0.95}}; Plant was sown some time ago</big><br>
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{{math|''Growth Remaining {{=}} (1 &minus; Current Growth)}} ; Plant was sown/planted some time ago</big><br>
  
==Actual growth time==
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==Actual Growth Time==
 
The Growth Time displayed in-game can tend to confuse a player into thinking a plant will be fully grown in X number of days.<br>
 
The Growth Time displayed in-game can tend to confuse a player into thinking a plant will be fully grown in X number of days.<br>
 
Due to the various Growth Rate Factors (Fertility, Temperature, Light) and every plant's need to rest, the growDays or "Growth Time" listed in-game is not an accurate/intuitive representation of how long a plant actually takes to grow.<br>
 
Due to the various Growth Rate Factors (Fertility, Temperature, Light) and every plant's need to rest, the growDays or "Growth Time" listed in-game is not an accurate/intuitive representation of how long a plant actually takes to grow.<br>
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==Lifespan==
 
==Lifespan==
If they are not harvested or eaten, plants will eventually die. The [[Menus#Messages 2|message]] will be named ''<plant> died from rotting''. The counting of their lifetime starts when the plant is sown/spawned. Since plants only grow during certain hours, and growth rate varies greatly under different circumstances, it is possible for a plant to die before it reaches full maturity or even while still on the initial progress. A plant will also die from rotting if it is completely deprived of light - for example, if a roof is built over it.
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Even if they are not harvested or eaten, plants do not live forever. The counting of their lifetime starts when the plant is sown/spawned. Since plants only grow during certain hours, and growth rate varies greatly under different circumstances, it is possible for a plant to die before it reaches full maturity or even while still on the initial progress. This is called "dying of rot".
  
The lifespan of a plant is calculated by multiplying the plant's ''growDays'' by its ''lifespanFraction''.
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The lifespan of a plant is calculated by simply multiplying the plant's growDays by its lifespanFraction.<br>
Most vanilla plants have a default ''lifespanFraction'' of 5, but some go as high as 8. Trees have this property as well, but due to their long growth time (''growDays''), their lifespan is longer than is generally relevant.<br>
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Most vanilla plants have a default lifespanFraction of 5, but some go as high as 8. Trees do have this property as well, but due to their long growth time this is rarely relevant<br>
  
== Types of plants ==
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=== Domesticated Plants ===
There are no clear categories of plants provided by the game. For the purpose of easier comparison, plants can be split in the following categories. Note that many plants fall in more than one category.
 
* '''[[Wild plants]]''' are plants that can't be planted by the player.
 
* '''[[Decorative plants]]''' are plants that can be planted by the player and which main purpose is to add [[Beauty]] to a room or area.
 
* '''[[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.
 
* '''Food plants''' are plants that yield food.
 
* '''Resource plants''' are plants that yield something else than food and wood.
 
 
 
=== Domesticated plants ===
 
 
{{#ask: [[Category:Domesticated plants]]
 
{{#ask: [[Category:Domesticated plants]]
 
| ?Grow Days
 
| ?Grow Days
 +
| ?Harvest Yield
 
| ?Real Grow Days
 
| ?Real Grow Days
| ?Harvest Yield
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| ?Nutrition per Day # = Nutrition Per Day (normal)
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)
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| ?Nutrition per Day (140) # = Nutrition Per Day (fertile)
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)
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| ?Nutrition per Day (70) # = Nutrition Per Day (gravel)
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)
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| ?Nutrition per Day (280) # = Nutrition Per Day (hydroponic)
| ?Harvest Yield Per Day (280) # = Yield Per Day (Hydroponic)
 
 
| ?Fertility Sensitivity
 
| ?Fertility Sensitivity
 
}}
 
}}
 +
 
{{math|''Real Grow Days'' {{=}} Grow Days &divide; 0.5417}}
 
{{math|''Real Grow Days'' {{=}} Grow Days &divide; 0.5417}}
 +
 
{{math|''Nutrition per Day'' {{=}} Harvest Yield &times; Nutrition (0.05) &divide; Real Grow Days}}
 
{{math|''Nutrition per Day'' {{=}} Harvest Yield &times; Nutrition (0.05) &divide; Real Grow Days}}
  
=== Decorative plants ===
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=== Decorative Plants ===
{{Main|Decorative plants}}
 
 
{{#ask: [[Category:Decorative plants]]
 
{{#ask: [[Category:Decorative plants]]
 
| ?Beauty
 
| ?Beauty
| ?Grow Days
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| ?Minimum Yield
| ?Real Grow Days
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| ?Maximum Yield
| ?Lifespan
+
| ?Product
| ?Fertility Sensitivity
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| ?Growth Time
| ?Sow Work
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| ?Fertility Factor
 
}}
 
}}
  
=== Wild plants ===
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=== Wild Plants ===
 
{{#ask: [[Category:Wild plants]]
 
{{#ask: [[Category:Wild plants]]
| ?Grow Days
 
| ?Real Grow Days
 
 
| ?Beauty
 
| ?Beauty
| ?Harvest Yield
+
| ?Minimum Yield
| ?Harvest Product
+
| ?Maximum Yield
| ?Fertility Sensitivity
+
| ?Product
 +
| ?Growth Time
 +
| ?Fertility Factor
 
}}
 
}}
  
=== Trees ===
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== Trees ==
{{Main|Trees}}
 
 
{{#ask: [[Category:Trees]]
 
{{#ask: [[Category:Trees]]
 
| ?Beauty
 
| ?Beauty
| ?Grow Days
+
| ?Minimum Yield
| ?Real Grow Days
+
| ?Maximum Yield
| ?Harvest Yield
+
| ?Product
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)
+
| ?Growth Time
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)
+
| ?Fertility Factor
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)
 
| ?Fertility Sensitivity
 
 
}}
 
}}
{{math|''Yield per Day' {{=}} Yield  &times; (1 &minus; Plant Resting<ref>This is the fraction of the day were plants don't grow, 0.45 is used in above calculation.  [[#Actual growth time|Actual growth time]] for more information</ref>)&times;[(Fertility of Soil<ref>Normal soil (1.00) is used in above equation.</ref> &times; Fertility Factor) + 1 &minus; Fertility Factor) &divide; Growth Time]}}
 
<references/>
 
  
== Yield ==
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{{math|''Yield per Day' {{=}} Yield  &times; (1 &minus; Plant Resting<ref>This is the fraction of the day were plants don't grow, 0.45 is used in above calculation.   [[Plant|Plants]] for more information</ref>)&times;[(Fertility of Soil<ref>Normal soil (1.00) is used in above equation.</ref> &times; Fertility Factor) + 1 &minus; Fertility Factor) &divide; Growth Time]}}
{{Stub|section=1}}
 
The yield of plants with products depends on four factors:
 
# 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 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 [[AI Storytellers#Economy|Harvest Yield]] storyteller variable - note that [[Difficulty]] settings change variable even if a custom difficulty is not selected.
 
  
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.
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{{math|''Plants per Colonist' {{=}} Hunger<ref>This is 0.8 , [[Saturation]] for more information</ref> &divide; (Yield per Day &times; Nutrition<ref>This is 0.05 for raw food, [[Food]] for more information</ref>)}}
 
 
== 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}}
 
The number of food-bearing plants required per pawn depends on a number of factors, including:
 
 
 
* Hunger rate of the pawn
 
* Soil type, including the use of [[hydroponics]]
 
* [[Meal]] type's nutrient efficiency
 
* Whether [[meat]] is available
 
* Light times including the effect of latitude, sun lamps, and sun blocking [[events]] and [[condition causer]]s such as [[Eclipse]]s
 
* [[Plant Harvest Yield]] of the harvesting pawn
 
* Whether pawns are allowed to eat before they are hungry enough to reap the full benefit from the nutrition offered by the meal.
 
* Whether the pawn has a large enough [[Saturation]] bar to reap the full benefit from the nutrition offered by the meal.
 
 
 
{| 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>)
 
|}
 
 
<references/>
 
<references/>
 +
<noinclude>
 +
{{nav|plant|wide}}
 +
<noinclude/>
  
'''Quick reference for common crops'''
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[[Category:Plants]]
{{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}}
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==Plant Growth approaches==
! 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==
+
The player has a number of options to get plants grown for food and raw material. Each of them has their up- and downsides and a proper mix of them is nesseary to be resistant to disruptions, inclding seasons.
The player has a number of options to get plants grown for food and raw material. Each of them has their up- and downsides and a proper mix of them is necessary to be resistant to disruptions, including seasons.
 
  
 
===Fields===
 
===Fields===
 +
 
You just define a growing zone, select the crop and let nature and your pawns set to growing do the rest.
 
You just define a growing zone, select the crop and let nature and your pawns set to growing do the rest.
  
Line 323: Line 160:
 
* Without walls, raiders can easily set your crops ablaze and wild animals can eat your crops. Tamed animals can be excluded via zones however
 
* Without walls, raiders can easily set your crops ablaze and wild animals can eat your crops. Tamed animals can be excluded via zones however
  
=== 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 the necessary light. Usually, full artificial temperature control is also necessary.
  
 
'''Upsides:'''
 
'''Upsides:'''
 +
* Available with electricity research, which is available at the start for many Scenarios
 
* Walling off your crops keeps out raiders and wild animals
 
* Walling off your crops keeps out raiders and wild animals
* Low costs for the walls and sun lamp alone
+
* Relatively low costs for the walls and sun lamp alone (however, considerable energy needs)
* Full resistance to temperature variations once [[heater]]s or [[cooler]]s are built
+
* Full resistance to temperature variations once [[heater]]s and [[cooler]]s are built
 
* Slightly increased growth, due to the persistent 100% lighting level from the sun lamp during the day
 
* Slightly increased growth, due to the persistent 100% lighting level from the sun lamp during the day
* Energy shortages will only kill existing plants if the temperature gets too extreme
+
* Energy shortfalls will not directly kill existing plants, only if the temperature becomes too high or too low
 
* Immune to events like toxic fallout and volcanic winter
 
* Immune to events like toxic fallout and volcanic winter
  
 
'''Downsides:'''
 
'''Downsides:'''
* Trees cannot be planted in greenhouses
+
* Requires fertile soil. Not all tiles can be planted including those under mountain roofing
 
* 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
* High energy costs for maintaining sun lamps
+
* 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
* Requires electricity research to unlock
+
* Energy production to power sun lamps can cost incredible amounts of resources, both upfront and in maintenance/refueling
 +
* Sun lamps are sensitive to power outages, which usually won't kill in ground greenhouse crops unless the temperature dips low enough outside to affect plants inside
 +
* May require research to unlock
  
==== Open roof greenhouses ====
+
===Hydroponics Bay===
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. 
 
  
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.
+
Hydroponics is the knowledge of growing plants without soil, using a nutrients dissolved in a water bath. In game it requires research to unlock and the building of one or more Hydroponics basins. These basins will override any growing zone they are placed on top of.
 
 
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]].  
 
  
 
'''Upsides:'''
 
'''Upsides:'''
* Does not require sun lamps or even electricity
+
* Basins provide a effective fertility of 280, easily doubling growth speed of many plants
* 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.
 
** Forces trees to be sown perfectly spaced without having to micromanage it, improving yields/area
 
* Easy to convert to and from more traditional greenhouses
 
 
 
'''Downsides:'''
 
* Needs significantly more heating/cooling
 
* 4x larger for the same volume of non-tree greenhouse space
 
* Slow and/or difficult to adapt to changing weather conditions.
 
* Net wood-negative when using campfires to grow trees.
 
 
 
===Hydroponics basin===
 
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.
 
 
 
'''Upsides:'''
 
* Basins provide fertility of 280%, the highest rating in the game
 
 
* Plants with high fertility sensitivity grow especially well
 
* Plants with high fertility sensitivity grow especially well
* Can be combined with [[#Greenhouse|greenhouses]] for growing in environments too cold or hot for outdoor plant growth, including mountains
+
* Can be combined with [[#Greenhouse|greenhouses]] for growing in environments too cold or hot for outdoor plant growth, including inside mountains
 +
* Can be combined with in ground growing, maximizing the coverage of sun lamps in biomes with little fertile ground, like Ice Sheet
 +
* Only minor additional power cost for the basins (compared to the power hungry sunlamp)
 +
* Full flooring can be used to speed up movement including passing through, harvesting and sowing speed
  
 
'''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.
+
* A maximum of 24 hydroponics bays can be lit by a single sun lamp
* 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.
+
* Building the full 24 hydroponics bays under the coverage of one sun lamp requires incredible amounts of resources
* A power outage including [[Events#Solar flare|solar flares]] can wipe all of your hydroponic crops, requiring extensive replanting and usually disrupting food production.
+
* If the basin is disabled in any way including power outages or breaking, the plants will die within an in-game hour, unless it can be repaired immediately.  If not, manually harvest ASAP
* There are fewer options for growing crops within hydroponics basins.
+
* 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
 
+
* Only a select few crops can be grown in the basins, usually ones with growth times under 10 days
== Version history ==
 
* [[Version/0.10.785|0.10.785]] - Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).
 
* Beta 19/1.0 - All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.
 
{{nav|plant|wide}}
 
 
 
[[Category:RimWorld game]]
 

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