Difference between revisions of "Plants"

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==Wild==
 
==Wild==
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Wild plants are plants that are on the map as the map is created. They are non-movable, and are unable to be manually planted. At full growth, some are able to be harvested for food.
 
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Revision as of 18:57, 24 October 2013

In RimWorld, plants cover soil. Most are non-edible, but all are flammable. Plants grow when brightly lit, which can happen either naturally under daylight, or by using Sun lamps. Template:Clr As of build 212, here are the existing plants

Decorative

Daylily

Daylily

A cultivated flower with wide petals and a short lifespan. Daylilies are very beautiful, but must be replanted often.

Base Stats

Type
PlantDecorative
Beauty
18 (18)
HP
85
Flammability
100%

Ingestion

Nutrition
0.05

Plant Stats

Time to grow
1.5 days (2.77 days)
Lifespan
4.5 days
Work to Sow
540 ticks (9 secs)
Work to Harvest
200 ticks (3.33 secs)
Min Fertility
70%
Fertility Sensitivity
100%
Min light to grow
30%
Technical
sowTags
Ground, Decorative


Daylilies are a decorative plant that have relatively high beauty, but need to be replanted often. They can be grown indoors, simply using the light from a torch or standing lamp.

Acquisition

Daylilies can be sown by Growers in plant pots or in Growing zone. Sowing requires Expression error: Unexpected < operator. of work.

Analysis

Daylilies turn a simple 13x13 dining room from Mediocre to Very Impressive at the cost of work.
All buildings placed are of normal quality.

Daylilies are a quick and cheap way to increase a room's beauty, and therefore, impressiveness. A plant pot is unnecessary; simply keeping a section, or even all, of the floor as dirt saves on having to build a pot in the first place.

In essence, they are a way to turn work time into positive moodlets, before you can build sculptures for a more permanent mood increase. Daylilies take more work to maintain than roses. However, daylilies have a higher beauty. With a higher beauty per time sowing, they are better if you are growing multiple flowers in a single, centralized area. (Roses would be better if you have to plant flowers in separate areas, as they reduce walking time).

As shown in the picture, planting daylilies can have a large impact. With this example, colonists will gain a net +10 mood from the room bonuses alone - +5 each for the room as a dining room and as a rec room, in addition to mood from a full beauty need. Filth would quickly lower this room back down to Somewhat impressive. But the simple addition of 3 dining chairs will bring this room up to 94 Impressiveness, which is enough to prevent small specks of filth from lowering it further.

Later on, you will want to switch to sculptures, as they don't require constant maintenance, can be placed on regular floor, and are significantly better at filling the beauty need. Sculptures increase wealth but this amount is trivial outside of 500% difficulties - see Wealth for a more detailed analysis. Sculptures also unlock the "Viewing Art" solitary recreation activity, however the effect of this is usually minor.

Plant Lifespan
(Days)
Sowing
Work
Min Light Beauty
/Tile
Beauty-Days
/Work
Dandelions 20 170 ticks (2.83 secs) 50% 4 0.47
Rose 7.5 750 ticks (12.5 secs) 30% 14 0.14
Daylily 4.5 540 ticks (9 secs) 30% 18 0.15
Bonsai treeContent added by the Ideology DLC 13.5 750 ticks (12.5 secs) 30% 15 0.27

Gallery

Version history

  • Beta 19/ 1.0 - Sow work 440 -> 600. Lifespan reduced

Food

Accele-potato plant

Potato plant

Potato plant

A highly nutritious tuber. Potatoes grow well even in somewhat poor soil, and form a delicious crispy outer coating when fried in oil.

Base Stats

Type
PlantDomesticated
Beauty
0 (1)
HP
85
Flammability
100%
Path Cost
14

Ingestion

Nutrition
0.25

Plant Stats

Time to grow
5.8 days (10.71 days)
Work to Sow
170 ticks (2.83 secs)
Work to Harvest
200 ticks (3.33 secs)
Base Harvest Yield
11 Potatoes
Min Fertility
70%
Fertility Sensitivity
40%
Min light to grow
50%
Technical
sowTags
Ground, Hydroponic


The Potato Plant is a domesticated plant which yields 11 potatoes at 100% growth. Requires 5.8 days (or 10.71 days when accounting for nightly resting period) with full light in optimal temperature range to reach maturity. Its high tolerance to ground fertility makes it efficient for growing in soil with poor fertility like gravel.

Growing

  • Ground Type Gravel Soil Rich Soil Hydroponics
    Fertility (%) 70 100 140 280
    Real Grow Time (days)[1] Expression error: Unexpected / operator. Expression error: Unexpected / operator. Expression error: Unexpected / operator. N/A
    Base Yield/day[2] N/A
    1. Actual days to grow, taking into account rest time.
    2. Per plant, assuming Crop Yield Multiplier of 1.0.
      Note that Difficulty settings change the Crop Yield Multiplier.
  • Analysis

    On ordinary terrain, potato plants provide marginally less daily yield than rice plants or corn plants. Their main advantage is their low fertility sensitivity, making potatoes better in rough terrain, but much worse in rich soil or hydroponics.

    Other than that, potato plants grow at a median pace, faster than corn but slower than rice. They may be useful as a slower, less labor intensive growing plant in areas where corn is too slow to grow before winter comes.

    Trivia

    At some point there was an "Accele-potato plant". Its relationship to the current potato plant is unclear at this time, but it may be be the same plant just renamed, or some other predecessor.

    Version history

    • 1.3.3066 - Nutrition increased from 0.2 -> 0.25

    Wild

    Wild plants are plants that are on the map as the map is created. They are non-movable, and are unable to be manually planted. At full growth, some are able to be harvested for food.

    Agave

    Agave

    A large-leafed desert plant with edible flowers and stalks.

    Base Stats

    Type
    PlantWild
    Beauty
    0 (1)
    HP
    120
    Flammability
    100%
    Path Cost
    30

    Building

    Cover Effectiveness
    20%

    Ingestion

    Nutrition
    0.2

    Plant Stats

    Time to grow
    6 days (11.08 days)
    Work to Harvest
    300 ticks (5 secs)
    Base Harvest Yield
    10 Agave fruit
    Min Fertility
    70%
    Fertility Sensitivity
    50%
    Min light to grow
    50%

    Agave is a plant that naturally occurs in arid shrublands, deserts, and extreme deserts. As with any other bush-type plant, agave's growth progress goes back to 30% when harvested, and agave can't be grown by the player. A mature agave plant yields 10 pieces of agave fruit.

    Growing

    Agave plants have a base growing time of 3 days, need a minimum soil fertility of 30%, and have a fertility sensitivity rating of 50%. The following table details how long it takes for Agave to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:

  • Ground Type Gravel Soil Rich Soil Hydroponics
    Fertility (%) 70 100 140 280
    Real Grow Time (days)[1] Expression error: Unexpected / operator. Expression error: Unexpected / operator. Expression error: Unexpected / operator. N/A
    Base Yield/day[2] N/A
    1. Actual days to grow, taking into account rest time.
    2. Per plant, assuming Crop Yield Multiplier of 1.0.
      Note that Difficulty settings change the Crop Yield Multiplier.
  • Agave plants are functionally almost identical to berry bushes, with the minor differences being that agave fruit produces a negative thought when eaten raw, and agave plants can grow in 30% fertile ground and above. The latter currently makes no real gameplay difference though, as the only soil below 50% fertility is sand, which has a fertility of 6%.

    Food production

    Just like berry bushes, agave plants in rich soil are theoretically the best means of food production in the game, usurping even the almighty rice plant in hydroponics when it comes to yield per day. However, you can't control where agave plants go; you can with rice. The following table shows how many plants it takes to sustain one colonist, but only factors in the nutritional value of the yield and the yield per day:

  • Ground Type Gravel Soil Rich Soil Hydroponics
    Raw 15 13 11 -
    Lavish[1] 9 8 7 -
    Paste 6 5 4 -
    Fine[2] 5 4 4 -
    1. Also applies to 100% vegetarian simple meals and packaged survival meals
    2. Also applies to pemmican
  • Economy

    The agave plant's raw product is agave fruit, which has a market value of 1.5 silver. The refined product with the largest profit margin is a fine meal, having a 37.14% profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products and the yield per day:

  • Ground Type Gravel Soil Rich Soil Hydroponics
    Raw 1.67 1.96 2.36 -
    Refined[1] 5.34 6.29 7.54 -
    1. Assuming a vegetarian ingredient bottleneck. Your mileage may vary.
  • Gallery


    Bush

    Bush

    A short shrub. Does not typically talk.

    Base Stats

    Type
    PlantWild
    Beauty
    0 (1)
    HP
    120
    Flammability
    100%
    Path Cost
    30

    Building

    Cover Effectiveness
    20%

    Ingestion

    Nutrition
    0.5

    Plant Stats

    Time to grow
    3 days (5.54 days)
    Work to Harvest
    200 ticks (3.33 secs)
    Min Fertility
    70%
    Fertility Sensitivity
    50%
    Min light to grow
    50%

    Bushes are a type of wild plant found in . Bushes provide 20% cover bonus, and may[Verify?] slow movement more than the default 87% of soil, similar to brambles.

    Tame and domestic animals will feed on bushes and other plants (both wild and crops) when they are hungry. Colonies can use pens to keep them in or out of an area.

    As cover, it should be cleared from any area an invader might use. This can be done manually, by using the "Cut plants" command, and then maintained by building roofs or floors over that area.

    There isn't much more we can say about the bush; it's just a bush.

    Gallery


    Pincushion cactus

    Pincushion cactus

    A short cactus. It is so named because it resembles a pincushion.

    Base Stats

    Type
    PlantWild
    Beauty
    0 (1)
    HP
    150
    Flammability
    100%
    Path Cost
    30

    Ingestion

    Nutrition
    0.25

    Plant Stats

    Time to grow
    2.5 days (4.62 days)
    Work to Harvest
    200 ticks (3.33 secs)
    Min Fertility
    5%
    Fertility Sensitivity
    0%
    Min light to grow
    50%

    The pincushion cactus grows in arid shrubland and desert biomes. It does not drop anything, and can be removed using the Cut Plants order.


    Poverty grass Poverty grass (seed)

    Berry bush

    Berry bush

    A bushy wild plant which yields delicious berries. Berries can be cooked, but they're also good to eat even when raw.

    Base Stats

    Type
    PlantWild
    Beauty
    0 (1)
    HP
    120
    Flammability
    100%
    Path Cost
    30

    Building

    Cover Effectiveness
    20%

    Ingestion

    Nutrition
    0.5

    Plant Stats

    Time to grow
    6 days (11.08 days)
    Work to Harvest
    250 ticks (4.17 secs)
    Base Harvest Yield
    10 Berries
    Min Fertility
    50%
    Fertility Sensitivity
    50%
    Min light to grow
    50%

    Berry bushes are a wild plant that naturally occurs in . As with any other bush-type plant, berry bush's growth progress goes back to 30% when harvested, and they can't be grown by the player. A mature berry bush yields 10 berries.

    Growing

    Berry bushes are functionally similar to agave, with the minor differences being that berries don't produce a negative thought when eaten raw, and agave plants can grow in 30% fertile ground and above. The latter currently makes no real gameplay difference though, as the soil below gravel in terms of fertility is sand with a 6% rating.

  • Ground Type Gravel Soil Rich Soil Hydroponics
    Fertility (%) 70 100 140 280
    Real Grow Time (days)[1] Expression error: Unexpected / operator. Expression error: Unexpected / operator. Expression error: Unexpected / operator. N/A
    Base Yield/day[2] N/A
    1. Actual days to grow, taking into account rest time.
    2. Per plant, assuming Crop Yield Multiplier of 1.0.
      Note that Difficulty settings change the Crop Yield Multiplier.
  • Gallery

    Version history

    • Version ? - Renamed from raspberry bush. Now takes longer to grow.

    Saguaro cactus

    Saguaro cactus

    A large cactus native to arid Earth environments. Though it is not a tree, it yields a small amount of fibrous material that can be used like wood.

    Base Stats

    Type
    PlantTree
    Beauty
    0 (1)
    HP
    130
    Flammability
    80%
    Path Cost
    42

    Building

    Minifiable
    False
    Passability
    pass through only
    Cover Effectiveness
    35%
    Blocks Wind
    True

    Ingestion

    Nutrition
    2

    Plant Stats

    Time to grow
    5 days (9.23 days)
    Lifespan
    200 days
    Work to Sow
    4,000 ticks (1.11 mins)
    Work to Harvest
    300 ticks (5 secs)
    Base Harvest Yield
    15 Wood
    Min Skill
    6 Plants
    Min Fertility
    5%
    Fertility Sensitivity
    0%
    Min light to grow
    50%
    Technical
    sowTags
    Ground


    Saguaro cacti, despite their name, are a tree that naturally occurs in . Saguaro cacti require Plants skill level to sow. A mature saguaro cactus yields [[]] (Error: Page does not exist) [[]].

    Growing

    Saguaro cacti have a base growing time of 5 days, need a minimum soil fertility of 5%, and have a fertility sensitivity rating of 0%. The following table details how long it takes for saguaro cacti to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:

  • Ground Type Gravel Soil Rich Soil Hydroponics
    Fertility (%) 70 100 140 280
    Real Grow Time (days)[1] Expression error: Unexpected / operator. Expression error: Unexpected / operator. Expression error: Unexpected / operator. N/A
    Base Yield/day[2] N/A
    1. Actual days to grow, taking into account rest time.
    2. Per plant, assuming Crop Yield Multiplier of 1.0.
      Note that Difficulty settings change the Crop Yield Multiplier.
  • Saguaro cacti surprisingly have the highest wood yield per day out of all wood-yielding plants (except the singular Gauranlen tree) in all soils. But on the other hand looking at wood per work it's one of the worst wood-yielding plants, especially in fertile soil.

    Saguaro cacti are also unique in the respect that they are the only product-yielding plant that can grow in sand.

    Food production

    Unlike in real life, saguaro cacti don't yield any human-edible products in RimWorld.

    Economy

    The saguaro cactus' raw product is wood, which has a market value of 1.4 silver. The refined product with the largest profit margin is a grand sculpture, having a 51.25%[1] profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown; the market value of the products; and the yield per day:

  • Ground Type Sand Gravel Soil Rich Soil Hydroponics
    Raw 0.81 0.81 0.81 0.81 -
    Refined 1.23 1.23 1.23 1.23 -
    1. 110% sell price multiplier and assuming normal quality. Your mileage may vary; see quality for more information on skill level's impact on the average market value of produced goods.

    Gallery